Faction Test 100.9.0.0
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@@ -1,72 +1,18 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace EventInput
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{
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public class CharacterEventArgs : EventArgs
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public readonly record struct CharacterEventArgs(char Character, long Param)
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{
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private readonly char character;
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private readonly long lParam;
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public CharacterEventArgs(char character, long lParam)
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{
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this.character = character;
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this.lParam = lParam;
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}
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public char Character
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{
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get { return character; }
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}
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public long Param
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{
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get { return lParam; }
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}
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public long RepeatCount
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{
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get { return lParam & 0xffff; }
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}
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public bool ExtendedKey
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{
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get { return (lParam & (1 << 24)) > 0; }
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}
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public bool AltPressed
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{
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get { return (lParam & (1 << 29)) > 0; }
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}
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public bool PreviousState
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{
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get { return (lParam & (1 << 30)) > 0; }
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}
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public bool TransitionState
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{
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get { return (lParam & (1 << 31)) > 0; }
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}
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public long RepeatCount => Param & 0xffff;
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public bool ExtendedKey => (Param & (1 << 24)) > 0;
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public bool AltPressed => (Param & (1 << 29)) > 0;
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public bool PreviousState => (Param & (1 << 30)) > 0;
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public bool TransitionState => (Param & (1 << 31)) > 0;
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}
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public class KeyEventArgs : EventArgs
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{
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private Keys keyCode;
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public KeyEventArgs(Keys keyCode)
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{
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this.keyCode = keyCode;
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}
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public Keys KeyCode
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{
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get { return keyCode; }
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}
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}
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public readonly record struct KeyEventArgs(Keys KeyCode, char Character);
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public delegate void CharEnteredHandler(object sender, CharacterEventArgs e);
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public delegate void KeyEventHandler(object sender, KeyEventArgs e);
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@@ -89,14 +35,11 @@ namespace EventInput
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/// </summary>
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public static event KeyEventHandler KeyUp;
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#if !WINDOWS
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/// <summary>
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/// Raised when the user is editing text and IME is in progress.
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/// Windows build uses ImeSharp instead because SDL2's IME implementation is broken on Windows (https://github.com/libsdl-org/SDL/issues/2243)
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/// </summary>
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public static event EditingTextHandler EditingText;
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#endif
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static bool initialized;
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@@ -110,11 +53,10 @@ namespace EventInput
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{
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return;
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}
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window.TextInput += ReceiveInput;
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#if !WINDOWS
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window.KeyDown += ReceiveKeyDown;
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window.TextEditing += ReceiveTextEditing;
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#endif
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initialized = true;
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}
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@@ -122,15 +64,17 @@ namespace EventInput
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private static void ReceiveInput(object sender, TextInputEventArgs e)
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{
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OnCharEntered(e.Character);
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KeyDown?.Invoke(sender, new KeyEventArgs(e.Key));
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}
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#if !WINDOWS
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private static void ReceiveKeyDown(object sender, TextInputEventArgs e)
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{
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KeyDown?.Invoke(sender, new KeyEventArgs(e.Key, e.Character));
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}
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private static void ReceiveTextEditing(object sender, TextEditingEventArgs e)
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{
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EditingText?.Invoke(sender, e);
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}
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#endif
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public static void OnCharEntered(char character)
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{
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@@ -10,11 +10,7 @@ namespace EventInput
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void ReceiveTextInput(string text);
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void ReceiveCommandInput(char command);
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void ReceiveSpecialInput(Keys key);
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#if !WINDOWS
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/// Windows build uses ImeSharp instead because SDL2's IME implementation is broken on Windows (https://github.com/libsdl-org/SDL/issues/2243)
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void ReceiveEditingInput(string text, int start);
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#endif
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void ReceiveEditingInput(string text, int start, int length);
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bool Selected { get; set; } //or Focused
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}
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@@ -26,59 +22,27 @@ namespace EventInput
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EventInput.Initialize(window);
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EventInput.CharEntered += EventInput_CharEntered;
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EventInput.KeyDown += EventInput_KeyDown;
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#if !WINDOWS
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EventInput.EditingText += EventInput_TextEditing;
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#endif
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/*
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* SDL by default starts in a state where it accepts IME inputs
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* this is bad because this blocks keybinds since the IME thinks
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* it's typing in a text box and not forwarding keybinds to the game.
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*/
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TextInput.StopTextInput();
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GameMain.ResetIMEWorkaround();
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}
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#if !WINDOWS
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public void EventInput_TextEditing(object sender, TextEditingEventArgs e)
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{
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_subscriber?.ReceiveEditingInput(e.Text, e.Start);
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_subscriber?.ReceiveEditingInput(e.Text, e.Start, e.Length);
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}
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#endif
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public void EventInput_KeyDown(object sender, KeyEventArgs e)
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{
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_subscriber?.ReceiveSpecialInput(e.KeyCode);
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if (char.IsControl(e.Character))
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{
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_subscriber?.ReceiveCommandInput(e.Character);
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}
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}
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void EventInput_CharEntered(object sender, CharacterEventArgs e)
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{
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if (_subscriber == null)
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return;
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if (char.IsControl(e.Character))
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{
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_subscriber.ReceiveCommandInput(e.Character);
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// Doesn't work as expected. Not sure why this should be run in a separate thread.
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//#if WINDOWS
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// //ctrl-v
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// if (e.Character == 0x16) // 22
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// {
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// //XNA runs in Multiple Thread Apartment state, which cannot recieve clipboard
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// Thread thread = new Thread(PasteThread);
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// thread.SetApartmentState(ApartmentState.STA);
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// thread.Start();
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// thread.Join();
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// _subscriber.ReceiveTextInput(_pasteResult);
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// }
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// else
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// {
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// _subscriber.ReceiveCommandInput(e.Character);
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// }
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//#else
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// _subscriber.ReceiveCommandInput(e.Character);
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//#endif
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}
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else
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{
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_subscriber.ReceiveTextInput(e.Character);
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}
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_subscriber?.ReceiveTextInput(e.Character);
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}
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IKeyboardSubscriber _subscriber;
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@@ -97,8 +61,9 @@ namespace EventInput
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if (value is GUITextBox box)
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{
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TextInput.SetTextInputRect(box.Rect);
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TextInput.SetTextInputRect(box.MouseRect);
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TextInput.StartTextInput();
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TextInput.SetTextInputRect(box.MouseRect);
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}
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_subscriber = value;
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