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