272 lines
12 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using System.IO;
using System.Runtime.InteropServices;
#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
{
[Flags]
public enum MouseRecordInfo : byte
{
LeftButton = 1,
RightButton = 2,
MiddleButton = 4,
X1Button = 8,
X2Button = 16,
ScrollWheel = 32,
XPosition = 64,
YPosition = 128,
LRMButtons = LeftButton | RightButton | MiddleButton,
XButtons = X1Button | X2Button,
AllButtons = LRMButtons | XButtons,
Position = XPosition | YPosition,
All = AllButtons | Position | ScrollWheel
}
/// <summary>
/// Used to store the ButtonStates packed to one byte.
/// </summary>
[Flags]
enum MouseButtons : byte
{
Left = 1,
Right = 2,
Middle = 4,
X1 = 8,
X2 = 16
}
/// <summary>
/// Wrapper arround another IMouse, will record all inputs and allows playback.
/// </summary>
public class RecordingMouse : RecordableDevice, IMouse
{
protected IMouse realMouse;
protected MouseRecordInfo recordInfo;
public IntPtr WindowHandle
{
get { return realMouse.WindowHandle; }
set { realMouse.WindowHandle = value; }
}
public MouseState GetState() //The main recording/playback logic is placed here
{
switch (RecordingState)
{
case RecordingState.None:
return realMouse.GetState();
case RecordingState.Playback:
//Read a state from the Stream and recreate the MouseState from it.
byte[] stateData = ReadState();
if (stateData == null) //No input at this position
return new MouseState();
byte readOffset = 0;
ButtonState left, right, middle, x1, x2;
int scrollWheel, xPos, yPos;
if ((recordInfo & MouseRecordInfo.AllButtons) != 0) //Any of the Buttons is recorded
{
MouseButtons buttons = (MouseButtons)stateData[readOffset++];
left = buttons.HasFlag(MouseButtons.Left) ? ButtonState.Pressed : ButtonState.Released;
right = buttons.HasFlag(MouseButtons.Right) ? ButtonState.Pressed : ButtonState.Released;
middle = buttons.HasFlag(MouseButtons.Middle) ? ButtonState.Pressed : ButtonState.Released;
x1 = buttons.HasFlag(MouseButtons.X1) ? ButtonState.Pressed : ButtonState.Released;
x2 = buttons.HasFlag(MouseButtons.X2) ? ButtonState.Pressed : ButtonState.Released;
}
else
left = right = middle = x1 = x2 = ButtonState.Released;
if (recordInfo.HasFlag(MouseRecordInfo.ScrollWheel))
{
scrollWheel = BitConverter.ToInt32(stateData, readOffset);
readOffset += 4;
}
else
scrollWheel = 0;
if (recordInfo.HasFlag(MouseRecordInfo.XPosition))
{
xPos = BitConverter.ToInt32(stateData, readOffset);
readOffset += 4;
}
else
xPos = 0;
if (recordInfo.HasFlag(MouseRecordInfo.YPosition))
{
yPos = BitConverter.ToInt32(stateData, readOffset);
readOffset += 4;
}
else
yPos = 0;
return new MouseState(xPos, yPos, scrollWheel, left, middle, right, x1, x2);
case RecordingState.Recording:
MouseState state = realMouse.GetState();
//Pack the state to a buffer and save it. In can be never null, because the mouse has allways a position.
//TODO: Check if the position is not recorded
byte[] buffer = new byte[PacketLenght];
byte writeOffset = 0;
if ((recordInfo & MouseRecordInfo.AllButtons) != 0) //Any of the Buttons is recorded
{
buffer[writeOffset] |= state.LeftButton == ButtonState.Pressed ? (byte)MouseButtons.Left : (byte)0; //TODO: Is there a byte literal? (like 118L or 91.8f)
buffer[writeOffset] |= state.RightButton == ButtonState.Pressed ? (byte)MouseButtons.Right : (byte)0;
buffer[writeOffset] |= state.MiddleButton == ButtonState.Pressed ? (byte)MouseButtons.Middle : (byte)0;
buffer[writeOffset] |= state.XButton1 == ButtonState.Pressed ? (byte)MouseButtons.X1 : (byte)0;
buffer[writeOffset] |= state.XButton2 == ButtonState.Pressed ? (byte)MouseButtons.X2 : (byte)0;
writeOffset++;
}
if (recordInfo.HasFlag(MouseRecordInfo.ScrollWheel))
{
Array.ConstrainedCopy(BitConverter.GetBytes(state.ScrollWheelValue), 0, buffer, writeOffset, 4); //int is always 4 byte long.
writeOffset += 4;
}
if (recordInfo.HasFlag(MouseRecordInfo.XPosition))
{
Array.ConstrainedCopy(BitConverter.GetBytes(state.X), 0, buffer, writeOffset, 4); //int is always 4 byte long.
writeOffset += 4;
}
if (recordInfo.HasFlag(MouseRecordInfo.YPosition))
{
Array.ConstrainedCopy(BitConverter.GetBytes(state.Y), 0, buffer, writeOffset, 4); //int is always 4 byte long.
writeOffset += 4;
}
WriteState(buffer);
return state;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
public void SetPosition(int x, int y)
{
//We just pass this call the underlying IMouse, unless we are in Playback mode (we don't want the Mouse to jump arround during playback)
//There is no need in recording this calls, as they are reflected in the next frame's Mouse position.
if (RecordingState != RecordingState.Playback)
realMouse.SetPosition(x, y);
}
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer, the
/// default's InputSystems Mouse and the passed MouseRecordInfo.
/// </summary>
public void Initialize(MouseRecordInfo info)
{
this.Initialize(info, new MemoryStream(), AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Mouse);
}
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer,recording
/// the passed IMouse, using the passed MouseRecordInfo.
/// </summary>
public void Initialize(MouseRecordInfo info, IMouse mouse)
{
this.Initialize(info, new MemoryStream(), mouse);
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer, the
/// default's InputSystems Mouse and the passed MouseRecordInfo.
/// </summary>
public void Initialize(MouseRecordInfo info, Stream bufferStream)
{
this.Initialize(info, bufferStream, AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().Mouse);
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer, recording
/// the passed IMouse, using the passed MouseRecordInfo.
/// </summary>
public void Initialize(MouseRecordInfo info, Stream bufferStream, IMouse mouse)
{
realMouse = mouse;
recordInfo = info;
PacketLenght = GetPaketSize(info);
base.Initialize(bufferStream);
}
private int GetPaketSize(MouseRecordInfo info)
{
int ret = 0;
if ((info & MouseRecordInfo.AllButtons) != 0) //We pack all Buttons in one byte, so it does not matter witch buttons are set.
ret += sizeof(byte);
if (info.HasFlag(MouseRecordInfo.XPosition))
ret += sizeof(int);
if (info.HasFlag(MouseRecordInfo.YPosition))
ret += sizeof(int);
if (info.HasFlag(MouseRecordInfo.ScrollWheel))
ret += sizeof(int);
return ret;
}
}
}