159 lines
6.6 KiB
C#
159 lines
6.6 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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using ANX.Framework;
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using ANX.Framework.Input;
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using System.IO;
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#endregion
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.InputSystem.Recording
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{
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/// <summary>
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/// Wrapper arround another IKeyboard, will record all inputs and allows playback.
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/// </summary>
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public class RecordingKeyboard : RecordableDevice, IKeyboard
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{
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private IKeyboard realKeyboard;
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private Keys[] recordedKeys;
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private IntPtr tmpWindowHandle = IntPtr.Zero;
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public IntPtr WindowHandle
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{
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get
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{
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if (!isInitialized)
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return IntPtr.Zero;
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else
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return realKeyboard.WindowHandle;
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}
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set
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{
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if (!isInitialized) //The GameWindow might assign a WindowHadle even before the real Mouse is loaded. We save this Handle and assign it in Initialize()
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tmpWindowHandle = value;
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else
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realKeyboard.WindowHandle = value;
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}
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}
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public Framework.Input.KeyboardState GetState()
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{
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throw new NotImplementedException();
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}
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public Framework.Input.KeyboardState GetState(PlayerIndex playerIndex)
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{
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throw new NotImplementedException();
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}
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public void Dispose()
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{
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if (realKeyboard != null)
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realKeyboard.Dispose();
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}
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/// <summary>
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/// Intializes this instance using a new MemoryStream as the Buffer and the
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/// default's InputSystems Keyboard, recording the passed Keys.
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/// </summary>
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public void Initialize(params Keys[] keys)
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{
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Initialize(new MemoryStream(), InputDeviceFactory.Instance.GetDefaultKeyboard(), keys);
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}
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/// <summary>
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/// Intializes this instance using a new MemoryStream as the Buffer and the
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/// passed Keyboard, recording the passed Keys.
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/// </summary>
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public void Initialize(IKeyboard keyboard, params Keys[] keys)
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{
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Initialize(new MemoryStream(), keyboard, keys);
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}
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/// <summary>
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/// Intializes this instance using the passed Stream as the Buffer and the
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/// default's InputSystems Keyboard, recording the passed Keys.
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/// </summary>
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public void Initialize(Stream bufferStream, params Keys[] keys)
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{
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Initialize(bufferStream, InputDeviceFactory.Instance.GetDefaultKeyboard(), keys);
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}
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/// <summary>
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/// Intializes this instance using the passed Stream as the Buffer and the
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/// passed Keyboard, recording the passed Keys.
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/// </summary>
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public void Initialize(Stream bufferStream, IKeyboard keyboard, params Keys[] keys)
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{
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realKeyboard = keyboard;
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recordedKeys = keys;
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if (tmpWindowHandle != IntPtr.Zero)
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WindowHandle = tmpWindowHandle;
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PacketLenght = keys.Length / 8; //8bit per byte
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base.Initialize(bufferStream);
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}
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private int GetPaketSize()
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{
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if (recordedKeys.Length % 8 <= 6) //two bit free in the last byte
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return (int)Math.Ceiling((double)recordedKeys.Length / 8.0);
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else
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return (int)Math.Ceiling((double)recordedKeys.Length / 8.0) + 1; //we need a additional byte to store the player index
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}
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}
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}
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