using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace EventInput
{
public readonly record struct CharacterEventArgs(char Character, long Param)
{
public long RepeatCount => Param & 0xffff;
public bool ExtendedKey => (Param & (1 << 24)) > 0;
public bool AltPressed => (Param & (1 << 29)) > 0;
public bool PreviousState => (Param & (1 << 30)) > 0;
public bool TransitionState => (Param & (1 << 31)) > 0;
}
public readonly record struct KeyEventArgs(Keys KeyCode, char Character);
public delegate void CharEnteredHandler(object sender, CharacterEventArgs e);
public delegate void KeyEventHandler(object sender, KeyEventArgs e);
public delegate void EditingTextHandler(object sender, TextEditingEventArgs e);
public static class EventInput
{
///
/// Event raised when a Character has been entered.
///
public static event CharEnteredHandler CharEntered;
///
/// Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat.
///
public static event KeyEventHandler KeyDown;
///
/// Event raised when a key has been released.
///
public static event KeyEventHandler KeyUp;
///
/// Raised when the user is editing text and IME is in progress.
///
public static event EditingTextHandler EditingText;
static bool initialized;
///
/// Initialize the TextInput with the given GameWindow.
///
/// The XNA window to which text input should be linked.
public static void Initialize(GameWindow window)
{
if (initialized)
{
return;
}
window.TextInput += ReceiveInput;
window.KeyDown += ReceiveKeyDown;
window.TextEditing += ReceiveTextEditing;
initialized = true;
}
private static void ReceiveInput(object sender, TextInputEventArgs e)
{
OnCharEntered(e.Character);
}
private static void ReceiveKeyDown(object sender, TextInputEventArgs e)
{
KeyDown?.Invoke(sender, new KeyEventArgs(e.Key, e.Character));
}
private static void ReceiveTextEditing(object sender, TextEditingEventArgs e)
{
EditingText?.Invoke(sender, e);
}
public static void OnCharEntered(char character)
{
CharEntered?.Invoke(null, new CharacterEventArgs(character, 0));
}
}
}