anx.framework/ANX.Framework/NonXNA/InputDeviceFactory.cs
2012-01-17 05:55:36 +00:00

248 lines
10 KiB
C#

#region Using Statements
using System;
using System.IO;
using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework.Input;
using NLog;
using System.Collections;
using System.Resources;
using ANX.Framework.NonXNA.InputSystem;
using ANX.Framework.Graphics;
#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.NonXNA
{
public class InputDeviceFactory
{
#region Private Members
private static InputDeviceFactory instance;
private Dictionary<string, IGamePadCreator> gamePadCreators;
private Dictionary<string, IKeyboardCreator> keyboardCreators;
private Dictionary<string, IMouseCreator> mouseCreators;
#if XNAEXT
private Dictionary<string, IMotionSensingDeviceCreator> motionSensingDeviceCreators;
#endif
private IntPtr windowHandle;
private static Logger logger = LogManager.GetCurrentClassLogger();
#endregion // Private Members
public static InputDeviceFactory Instance
{
get
{
if (instance == null)
{
instance = new InputDeviceFactory();
logger.Debug("Created InputDeviceFactory instance");
}
return instance;
}
}
private InputDeviceFactory()
{
this.gamePadCreators = new Dictionary<string, IGamePadCreator>();
this.keyboardCreators = new Dictionary<string, IKeyboardCreator>();
this.mouseCreators = new Dictionary<string, IMouseCreator>();
#if XNAEXT
this.motionSensingDeviceCreators = new Dictionary<string, IMotionSensingDeviceCreator>();
#endif
}
#region AddCreator
public void AddCreator(IGamePadCreator creator)
{
string creatorName = creator.Name.ToLowerInvariant();
if (gamePadCreators.ContainsKey(creatorName))
{
throw new Exception("Duplicate GamePadCreator found. A GamePadCreator with the name '" + creator.Name + "' was already registered.");
}
gamePadCreators.Add(creatorName, creator);
logger.Debug("Added GamePadCreator '{0}'. Total count of registered GamePadCreators is now {1}.", creatorName, gamePadCreators.Count);
}
public void AddCreator(IKeyboardCreator creator)
{
string creatorName = creator.Name.ToLowerInvariant();
if (keyboardCreators.ContainsKey(creatorName))
{
throw new Exception("Duplicate KeyboardCreator found. A KeyboardCreator with the name '" + creator.Name + "' was already registered.");
}
keyboardCreators.Add(creatorName, creator);
logger.Debug("Added KeyboardCreator '{0}'. Total count of registered KeyboardCreators is now {1}.", creatorName, keyboardCreators.Count);
}
public void AddCreator(IMouseCreator creator)
{
string creatorName = creator.Name.ToLowerInvariant();
if (mouseCreators.ContainsKey(creatorName))
{
throw new Exception("Duplicate MouseCreator found. A MouseCreator with the name '" + creator.Name + "' was already registered.");
}
mouseCreators.Add(creatorName, creator);
logger.Debug("Added MouseCreator '{0}'. Total count of registered MouseCreators is now {1}.", creatorName, mouseCreators.Count);
}
#if XNAEXT
public void AddCreator(IMotionSensingDeviceCreator creator)
{
string creatorName = creator.Name.ToLowerInvariant();
if (motionSensingDeviceCreators.ContainsKey(creatorName))
{
throw new Exception("Duplicate MotionSensingDeviceCreator found. A MotionSensingDeviceCreator with the name '" + creator.Name + "' was already registered.");
}
motionSensingDeviceCreators.Add(creatorName, creator);
logger.Debug("Added MotionSensingDeviceCreator '{0}'. Total count of registered MotionSensingDeviceCreators is now {1}.", creatorName, motionSensingDeviceCreators.Count);
}
#endif
#endregion // AddCreator
public IGamePad GetDefaultGamePad()
{
//TODO: this is a very basic implementation only which needs some more work
if (this.gamePadCreators.Count > 0)
{
return this.gamePadCreators.Values.First<IGamePadCreator>().CreateGamePadInstance();
}
throw new Exception("Unable to create instance of GamePad because no GamePadCreator was registered.");
}
public IMouse GetDefaultMouse()
{
//TODO: this is a very basic implementation only which needs some more work
if (this.WindowHandle == null ||
this.WindowHandle == IntPtr.Zero)
{
throw new Exception("Unable to create a mouse instance because the WindowHandle was not set.");
}
if (this.mouseCreators.Count > 0)
{
IMouse mouse = this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
mouse.WindowHandle = this.windowHandle;
return mouse;
}
throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered.");
}
public IKeyboard GetDefaultKeyboard()
{
//TODO: this is a very basic implementation only which needs some more work
if (this.WindowHandle == null ||
this.WindowHandle == IntPtr.Zero)
{
throw new Exception("Unable to create a keyboard instance because the WindowHandle was not set.");
}
if (this.keyboardCreators.Count > 0)
{
IKeyboard keyboard = this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
keyboard.WindowHandle = this.windowHandle;
return keyboard;
}
throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered.");
}
#if XNAEXT
public IMotionSensingDevice GetDefaultMotionSensingDevice()
{
//TODO: this is a very basic implementation only which needs some more work
if (this.motionSensingDeviceCreators.Count > 0)
{
IMotionSensingDevice motionSensingDevice = this.motionSensingDeviceCreators.Values.First<IMotionSensingDeviceCreator>().CreateMotionSensingDeviceInstance();
return motionSensingDevice;
}
throw new Exception("Unable to create instance of MotionSensingDevice because no MotionSensingDeviceCreator was registered.");
}
#endif
public IntPtr WindowHandle
{
get
{
return this.windowHandle;
}
internal set
{
this.windowHandle = value;
}
}
}
}