#region Using Statements using System; using System.IO; using System.Reflection; using System.Collections.Generic; using System.Linq; using ANX.Framework.Input; using NLog; using System.Collections; using System.Resources; using ANX.Framework.NonXNA.InputSystem; using ANX.Framework.Graphics; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.NonXNA { public class InputDeviceFactory { #region Private Members private static InputDeviceFactory instance; private Dictionary gamePadCreators; private Dictionary keyboardCreators; private Dictionary mouseCreators; #if XNAEXT private Dictionary motionSensingDeviceCreators; #endif private IntPtr windowHandle; private static Logger logger = LogManager.GetCurrentClassLogger(); #endregion // Private Members public static InputDeviceFactory Instance { get { if (instance == null) { instance = new InputDeviceFactory(); logger.Debug("Created InputDeviceFactory instance"); } return instance; } } private InputDeviceFactory() { this.gamePadCreators = new Dictionary(); this.keyboardCreators = new Dictionary(); this.mouseCreators = new Dictionary(); #if XNAEXT this.motionSensingDeviceCreators = new Dictionary(); #endif } #region AddCreator public void AddCreator(IGamePadCreator creator) { string creatorName = creator.Name.ToLowerInvariant(); if (gamePadCreators.ContainsKey(creatorName)) { throw new Exception("Duplicate GamePadCreator found. A GamePadCreator with the name '" + creator.Name + "' was already registered."); } gamePadCreators.Add(creatorName, creator); logger.Debug("Added GamePadCreator '{0}'. Total count of registered GamePadCreators is now {1}.", creatorName, gamePadCreators.Count); } public void AddCreator(IKeyboardCreator creator) { string creatorName = creator.Name.ToLowerInvariant(); if (keyboardCreators.ContainsKey(creatorName)) { throw new Exception("Duplicate KeyboardCreator found. A KeyboardCreator with the name '" + creator.Name + "' was already registered."); } keyboardCreators.Add(creatorName, creator); logger.Debug("Added KeyboardCreator '{0}'. Total count of registered KeyboardCreators is now {1}.", creatorName, keyboardCreators.Count); } public void AddCreator(IMouseCreator creator) { string creatorName = creator.Name.ToLowerInvariant(); if (mouseCreators.ContainsKey(creatorName)) { throw new Exception("Duplicate MouseCreator found. A MouseCreator with the name '" + creator.Name + "' was already registered."); } mouseCreators.Add(creatorName, creator); logger.Debug("Added MouseCreator '{0}'. Total count of registered MouseCreators is now {1}.", creatorName, mouseCreators.Count); } #if XNAEXT public void AddCreator(IMotionSensingDeviceCreator creator) { string creatorName = creator.Name.ToLowerInvariant(); if (motionSensingDeviceCreators.ContainsKey(creatorName)) { throw new Exception("Duplicate MotionSensingDeviceCreator found. A MotionSensingDeviceCreator with the name '" + creator.Name + "' was already registered."); } motionSensingDeviceCreators.Add(creatorName, creator); logger.Debug("Added MotionSensingDeviceCreator '{0}'. Total count of registered MotionSensingDeviceCreators is now {1}.", creatorName, motionSensingDeviceCreators.Count); } #endif #endregion // AddCreator public IGamePad GetDefaultGamePad() { //TODO: this is a very basic implementation only which needs some more work if (this.gamePadCreators.Count > 0) { return this.gamePadCreators.Values.First().CreateGamePadInstance(); } throw new Exception("Unable to create instance of GamePad because no GamePadCreator was registered."); } public IMouse GetDefaultMouse() { //TODO: this is a very basic implementation only which needs some more work if (this.WindowHandle == null || this.WindowHandle == IntPtr.Zero) { throw new Exception("Unable to create a mouse instance because the WindowHandle was not set."); } if (this.mouseCreators.Count > 0) { IMouse mouse = this.mouseCreators.Values.First().CreateMouseInstance(); mouse.WindowHandle = this.windowHandle; return mouse; } throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered."); } public IKeyboard GetDefaultKeyboard() { //TODO: this is a very basic implementation only which needs some more work if (this.WindowHandle == null || this.WindowHandle == IntPtr.Zero) { throw new Exception("Unable to create a keyboard instance because the WindowHandle was not set."); } if (this.keyboardCreators.Count > 0) { IKeyboard keyboard = this.keyboardCreators.Values.First().CreateKeyboardInstance(); keyboard.WindowHandle = this.windowHandle; return keyboard; } throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered."); } #if XNAEXT public IMotionSensingDevice GetDefaultMotionSensingDevice() { //TODO: this is a very basic implementation only which needs some more work if (this.motionSensingDeviceCreators.Count > 0) { IMotionSensingDevice motionSensingDevice = this.motionSensingDeviceCreators.Values.First().CreateMotionSensingDeviceInstance(); return motionSensingDevice; } throw new Exception("Unable to create instance of MotionSensingDevice because no MotionSensingDeviceCreator was registered."); } #endif public IntPtr WindowHandle { get { return this.windowHandle; } internal set { this.windowHandle = value; } } } }