anx.framework/ANX.Framework/Input/KeyboardState.cs
SND\rene87_cp 9907d2c740 add MouseStateTest.cs
some other test are modified
2012-01-19 12:13:42 +00:00

153 lines
5.6 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
#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.Input
{
public struct KeyboardState
{
#region Private Members
private KeyState[] keyState;
private List<Keys> pressedKeys;
#endregion // Private Members
public KeyboardState(params Keys[] keys)
{
pressedKeys = new List<Keys>();
pressedKeys.AddRange(keys);
keyState = new KeyState[255];
keyState.Initialize();
for (int i = 0; i < keys.Length; i++)
{
keyState[(int)keys[i]] = KeyState.Down;
}
}
public bool IsKeyDown(Keys key)
{
return keyState != null ? keyState[(int)key] == KeyState.Down : false;
}
public bool IsKeyUp(Keys key)
{
return keyState != null ? keyState[(int)key] == KeyState.Up : true;
}
public override int GetHashCode()
{
throw new NotImplementedException();
}
public override bool Equals(object obj)
{
if (obj != null && obj.GetType() == typeof(KeyboardState))
{
return this == (KeyboardState)obj;
}
return false;
}
public static bool operator ==(KeyboardState lhs, KeyboardState rhs)
{
if (lhs.keyState.Length != rhs.keyState.Length)
{
return false;
}
for (int i = 0; i < lhs.keyState.Length; i++)
{
if (lhs.keyState[i] != rhs.keyState[i])
{
return false;
}
}
return true;
}
public static bool operator !=(KeyboardState lhs, KeyboardState rhs)
{
return !(lhs == rhs);
}
public KeyState this[Keys key]
{
get
{
return keyState[(int)key];
}
}
public Keys[] GetPressedKeys()
{
return this.pressedKeys.ToArray();
}
internal void AddPressedKey(Keys key)
{
this.pressedKeys.Add(key);
this.keyState[(int)key] = KeyState.Down;
}
internal void RemovePressedKey(Keys key)
{
this.pressedKeys.Remove(key);
this.keyState[(int)key] = KeyState.Up;
}
}
}