252 lines
10 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework;
using ANX.Framework.Input;
using System.IO;
#endregion
#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.InputSystem.Recording
{
/// <summary>
/// Wrapper arround another IKeyboard, will record all inputs and allows playback.
/// </summary>
public class RecordingKeyboard : RecordableDevice, IKeyboard
{
private IKeyboard realKeyboard;
private Keys[] recordedKeys;
private byte[] keyBitmasks;
private IntPtr tmpWindowHandle = IntPtr.Zero;
public IntPtr WindowHandle
{
get
{
if (!isInitialized)
return IntPtr.Zero;
else
return realKeyboard.WindowHandle;
}
set
{
if (!isInitialized) //The GameWindow might assign a WindowHadle even before the real Mouse is loaded. We save this Handle and assign it in Initialize()
tmpWindowHandle = value;
else
realKeyboard.WindowHandle = value;
}
}
public KeyboardState GetState()
{
switch (RecordingState)
{
case RecordingState.None:
return realKeyboard.GetState();
case RecordingState.Playback:
return ReadKeybaordState(PlayerIndex.One);
case RecordingState.Recording:
KeyboardState realState = realKeyboard.GetState();
WriteKeyboardState(realState, PlayerIndex.One);
return realState;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
public KeyboardState GetState(PlayerIndex playerIndex)
{
switch (RecordingState)
{
case RecordingState.None:
return realKeyboard.GetState(playerIndex);
case RecordingState.Playback:
return ReadKeybaordState(playerIndex);
case RecordingState.Recording:
KeyboardState realState = realKeyboard.GetState(playerIndex);
WriteKeyboardState(realState, playerIndex);
return realState;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
private void WriteKeyboardState(KeyboardState state, PlayerIndex index)
{
Keys[] pressedKeys = state.GetPressedKeys();
if (pressedKeys.Length == 0 || !pressedKeys.Any((key) => recordedKeys.Contains(key))) //No Key or none of the recorded keys is down
{
WriteState(null);
return;
}
byte[] buffer = new byte[PacketLenght];
buffer[0] = (byte)((int)index & 3); //Just the first two bits
for (int i = 0; i < PacketLenght; i++)
{
for (int j = 0; j < 8; j++)
{
if (i == PacketLenght - 1 && j == (i + 2) % 8)
break;
if (state.IsKeyDown(recordedKeys[i * 8 + j]))
buffer[i] |= keyBitmasks[i * 8 + j];
}
}
WriteState(buffer);
}
private KeyboardState ReadKeybaordState(PlayerIndex expectedIndex)
{
byte[] buffer = ReadState();
if (buffer == null)
return new KeyboardState();
if ((PlayerIndex)(buffer[0] & 3) != expectedIndex)
throw new InvalidOperationException("The requested playerIndex does no match the next recorded state. Refer to documetation.");
KeyboardState state = new KeyboardState();
for (int i = 0; i < PacketLenght; i++)
{
for (int j = 0; j < 8; j++)
{
if (i == PacketLenght - 1 && j == (i + 2) % 8)
break;
if ((buffer[i] & keyBitmasks[i * 8 + j]) != 0)
state.AddPressedKey(recordedKeys[i * 8 + j]);
}
}
return state;
}
public void Dispose()
{
if (realKeyboard != null)
realKeyboard.Dispose();
}
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer and the
/// default's InputSystems Keyboard, recording the passed Keys.
/// </summary>
public void Initialize(params Keys[] keys)
{
Initialize(new MemoryStream(), InputDeviceFactory.Instance.GetDefaultKeyboard(), keys);
}
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer and the
/// passed Keyboard, recording the passed Keys.
/// </summary>
public void Initialize(IKeyboard keyboard, params Keys[] keys)
{
Initialize(new MemoryStream(), keyboard, keys);
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer and the
/// default's InputSystems Keyboard, recording the passed Keys.
/// </summary>
public void Initialize(Stream bufferStream, params Keys[] keys)
{
Initialize(bufferStream, InputDeviceFactory.Instance.GetDefaultKeyboard(), keys);
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer and the
/// passed Keyboard, recording the passed Keys.
/// </summary>
public void Initialize(Stream bufferStream, IKeyboard keyboard, params Keys[] keys)
{
realKeyboard = keyboard;
recordedKeys = keys;
if (tmpWindowHandle != IntPtr.Zero)
WindowHandle = tmpWindowHandle;
PacketLenght = GetPaketSize(); //8bit per byte
UpdateBitmasks();
base.Initialize(bufferStream);
}
private int GetPaketSize()
{
if (recordedKeys.Length % 8 <= 6) //two bit free in the last byte
return (int)Math.Ceiling((double)recordedKeys.Length / 8.0);
else
return (int)Math.Ceiling((double)recordedKeys.Length / 8.0) + 1; //we need a additional byte to store the player index
}
private void UpdateBitmasks()
{
keyBitmasks = new byte[recordedKeys.Length];
for (int i = 0; i < recordedKeys.Length; i++)
{
keyBitmasks[i] = (byte)Math.Pow(2.0, (i + 2) % 8); //The first two bits are reserved for the player index
}
}
}
}