Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/EventInput/KeyboardDispatcher.cs
Markus Isberg 54712b5dc9 Build 0.20.4.0
2022-11-11 17:57:23 +02:00

113 lines
3.8 KiB
C#

using Barotrauma;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace EventInput
{
public interface IKeyboardSubscriber
{
void ReceiveTextInput(char inputChar);
void ReceiveTextInput(string text);
void ReceiveCommandInput(char command);
void ReceiveSpecialInput(Keys key);
#if !WINDOWS
/// Windows build uses ImeSharp instead because SDL2's IME implementation is broken on Windows (https://github.com/libsdl-org/SDL/issues/2243)
void ReceiveEditingInput(string text, int start);
#endif
bool Selected { get; set; } //or Focused
}
public class KeyboardDispatcher
{
public KeyboardDispatcher(GameWindow window)
{
EventInput.Initialize(window);
EventInput.CharEntered += EventInput_CharEntered;
EventInput.KeyDown += EventInput_KeyDown;
#if !WINDOWS
EventInput.EditingText += EventInput_TextEditing;
#endif
/*
* SDL by default starts in a state where it accepts IME inputs
* this is bad because this blocks keybinds since the IME thinks
* it's typing in a text box and not forwarding keybinds to the game.
*/
TextInput.StopTextInput();
}
#if !WINDOWS
public void EventInput_TextEditing(object sender, TextEditingEventArgs e)
{
_subscriber?.ReceiveEditingInput(e.Text, e.Start);
}
#endif
public void EventInput_KeyDown(object sender, KeyEventArgs e)
{
_subscriber?.ReceiveSpecialInput(e.KeyCode);
}
void EventInput_CharEntered(object sender, CharacterEventArgs e)
{
if (_subscriber == null)
return;
if (char.IsControl(e.Character))
{
_subscriber.ReceiveCommandInput(e.Character);
// Doesn't work as expected. Not sure why this should be run in a separate thread.
//#if WINDOWS
// //ctrl-v
// if (e.Character == 0x16) // 22
// {
// //XNA runs in Multiple Thread Apartment state, which cannot recieve clipboard
// Thread thread = new Thread(PasteThread);
// thread.SetApartmentState(ApartmentState.STA);
// thread.Start();
// thread.Join();
// _subscriber.ReceiveTextInput(_pasteResult);
// }
// else
// {
// _subscriber.ReceiveCommandInput(e.Character);
// }
//#else
// _subscriber.ReceiveCommandInput(e.Character);
//#endif
}
else
{
_subscriber.ReceiveTextInput(e.Character);
}
}
IKeyboardSubscriber _subscriber;
public IKeyboardSubscriber Subscriber
{
get { return _subscriber; }
set
{
if (_subscriber == value) { return; }
if (_subscriber is GUITextBox)
{
TextInput.StopTextInput();
_subscriber.Selected = false;
}
if (value is GUITextBox box)
{
TextInput.SetTextInputRect(box.Rect);
TextInput.StartTextInput();
}
_subscriber = value;
if (value != null)
{
value.Selected = true;
}
}
}
}
}