Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/EventInput/EventInput.cs
2022-11-14 18:28:28 +02:00

141 lines
3.6 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System;
using System.Runtime.InteropServices;
using System.Text;
namespace EventInput
{
public class CharacterEventArgs : EventArgs
{
private readonly char character;
private readonly long lParam;
public CharacterEventArgs(char character, long lParam)
{
this.character = character;
this.lParam = lParam;
}
public char Character
{
get { return character; }
}
public long Param
{
get { return lParam; }
}
public long RepeatCount
{
get { return lParam & 0xffff; }
}
public bool ExtendedKey
{
get { return (lParam & (1 << 24)) > 0; }
}
public bool AltPressed
{
get { return (lParam & (1 << 29)) > 0; }
}
public bool PreviousState
{
get { return (lParam & (1 << 30)) > 0; }
}
public bool TransitionState
{
get { return (lParam & (1 << 31)) > 0; }
}
}
public class KeyEventArgs : EventArgs
{
private Keys keyCode;
public KeyEventArgs(Keys keyCode)
{
this.keyCode = keyCode;
}
public Keys KeyCode
{
get { return keyCode; }
}
}
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
{
/// <summary>
/// Event raised when a Character has been entered.
/// </summary>
public static event CharEnteredHandler CharEntered;
/// <summary>
/// Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat.
/// </summary>
public static event KeyEventHandler KeyDown;
/// <summary>
/// Event raised when a key has been released.
/// </summary>
public static event KeyEventHandler KeyUp;
#if !WINDOWS
/// <summary>
/// Raised when the user is editing text and IME is in progress.
/// Windows build uses ImeSharp instead because SDL2's IME implementation is broken on Windows (https://github.com/libsdl-org/SDL/issues/2243)
/// </summary>
public static event EditingTextHandler EditingText;
#endif
static bool initialized;
/// <summary>
/// Initialize the TextInput with the given GameWindow.
/// </summary>
/// <param name="window">The XNA window to which text input should be linked.</param>
public static void Initialize(GameWindow window)
{
if (initialized)
{
return;
}
window.TextInput += ReceiveInput;
#if !WINDOWS
window.TextEditing += ReceiveTextEditing;
#endif
initialized = true;
}
private static void ReceiveInput(object sender, TextInputEventArgs e)
{
OnCharEntered(e.Character);
KeyDown?.Invoke(sender, new KeyEventArgs(e.Key));
}
#if !WINDOWS
private static void ReceiveTextEditing(object sender, TextEditingEventArgs e)
{
EditingText?.Invoke(sender, e);
}
#endif
public static void OnCharEntered(char character)
{
CharEntered?.Invoke(null, new CharacterEventArgs(character, 0));
}
}
}