113 lines
3.8 KiB
C#
113 lines
3.8 KiB
C#
using Barotrauma;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace EventInput
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{
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public interface IKeyboardSubscriber
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{
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void ReceiveTextInput(char inputChar);
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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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bool Selected { get; set; } //or Focused
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}
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public class KeyboardDispatcher
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{
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public KeyboardDispatcher(GameWindow window)
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{
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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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}
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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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}
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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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}
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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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}
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IKeyboardSubscriber _subscriber;
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public IKeyboardSubscriber Subscriber
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{
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get { return _subscriber; }
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set
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{
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if (_subscriber == value) { return; }
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if (_subscriber is GUITextBox)
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{
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TextInput.StopTextInput();
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_subscriber.Selected = false;
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}
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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.StartTextInput();
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}
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_subscriber = value;
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if (value != null)
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{
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value.Selected = true;
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}
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}
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}
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}
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}
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