SND\AstrorEnales_cp cfe19d5c4a - Implemented a dynamic parameter buffer for shader parameters
- Updated the Metro shader generator
- Fixed the metro resolution being correctly set to the graphics device
2012-08-19 14:38:58 +00:00

82 lines
2.5 KiB
C#

#region Using Statements
using System;
using ANX.Framework.NonXNA;
using SharpDX.DirectInput;
using DXKeyboard = SharpDX.DirectInput.Keyboard;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.InputDevices.Windows.XInput
{
public class Keyboard : IKeyboard
{
#region Private Members
private DirectInput directInput;
private DXKeyboard nativeKeyboard;
private KeyboardState nativeState;
#endregion // Private Members
public IntPtr WindowHandle
{
get;
set;
}
public Keyboard()
{
this.nativeState = new KeyboardState();
}
public Framework.Input.KeyboardState GetState(Framework.PlayerIndex playerIndex)
{
//TODO: prevent new
// only available on XBox, behaviour regarding MSDN: empty keystate
return new Framework.Input.KeyboardState(new Framework.Input.Keys[0]);
}
public Framework.Input.KeyboardState GetState()
{
if (this.nativeKeyboard == null && this.WindowHandle != null && this.WindowHandle != IntPtr.Zero)
{
this.directInput = new DirectInput();
this.nativeKeyboard = new DXKeyboard(this.directInput);
this.nativeKeyboard.SetCooperativeLevel(this.WindowHandle, CooperativeLevel.NonExclusive | CooperativeLevel.Background);
this.nativeKeyboard.Acquire();
}
if (this.nativeKeyboard != null)
{
nativeKeyboard.GetCurrentState(ref this.nativeState);
if (this.nativeState.PressedKeys.Count > 0)
{
return FormatConverter.Translate(this.nativeState);
}
}
return new Framework.Input.KeyboardState(new Framework.Input.Keys[0]);
}
public void Dispose()
{
if (this.nativeKeyboard != null)
{
this.nativeKeyboard.Unacquire();
this.nativeKeyboard.Dispose();
this.nativeKeyboard = null;
}
if (this.directInput != null)
{
this.directInput.Dispose();
this.directInput = null;
}
}
}
}