add SDL input device class implementations
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@ -44,6 +44,8 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Input\SDLKeyboard.cs" />
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<Compile Include="Input\SDLMouse.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<ItemGroup>
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@ -52,4 +54,7 @@
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<Name>Blarg.GameFramework</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Input\" />
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</ItemGroup>
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</Project>
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112
Blarg.GameFramework.SDL2/Input/SDLKeyboard.cs
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112
Blarg.GameFramework.SDL2/Input/SDLKeyboard.cs
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using System;
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using System.Collections.Generic;
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using SDL2;
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namespace Blarg.GameFramework.Input
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{
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public class SDLKeyboard : IKeyboard
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{
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bool[] _keys;
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bool[] _lockedKeys;
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IList<IKeyboardListener> _listeners;
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public SDLKeyboard()
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{
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_keys = new bool[(int)Key.LastKey];
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_lockedKeys = new bool[(int)Key.LastKey];
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_listeners = new List<IKeyboardListener>();
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}
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public bool OnKeyEvent(SDL.SDL_KeyboardEvent e)
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{
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int keyCode = (int)e.keysym.sym;
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if (e.state == SDL.SDL_PRESSED)
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{
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_keys[keyCode] = !(_lockedKeys[keyCode]); // pressed only if not locked
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// always report keydown events
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// NOTE: we're ignoring the "locked key" state because listeners
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// don't have support for it (yet)
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for (int i = 0; i < _listeners.Count; ++i)
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{
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if (_listeners[i].OnKeyDown((Key)keyCode))
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break;
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}
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}
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else
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{
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// if the key is just being released this tick, then trigger an event in all listeners
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if (_keys[keyCode])
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{
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for (int i = 0; i < _listeners.Count; ++i)
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{
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if (_listeners[i].OnKeyUp((Key)keyCode))
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break;
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}
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}
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_keys[keyCode] = false;
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_lockedKeys[keyCode] = false;
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}
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return true;
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}
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public bool IsDown(Key key)
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{
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return _keys[(int)key] && !_lockedKeys[(int)key];
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}
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public bool IsPressed(Key key)
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{
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if (_keys[(int)key] && !_lockedKeys[(int)key])
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{
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_lockedKeys[(int)key] = true;
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return true;
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}
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else
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return false;
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}
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public void Lock(Key key)
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{
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_lockedKeys[(int)key] = true;
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}
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public void OnPostUpdate(float delta)
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{
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}
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public void Reset()
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{
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for (int i = 0; i < _keys.Length; ++i)
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_keys[i] = false;
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for (int i = 0; i < _lockedKeys.Length; ++i)
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_lockedKeys[i] = false;
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}
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public void RegisterListener(IKeyboardListener listener)
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{
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if (_listeners.Contains(listener))
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throw new InvalidOperationException("Duplicate listener registration.");
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_listeners.Add(listener);
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}
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public void UnregisterListener(IKeyboardListener listener)
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{
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int index = _listeners.IndexOf(listener);
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if (index == -1)
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throw new InvalidOperationException("Listener not registered.");
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_listeners.RemoveAt(index);
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}
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public bool HasPhysicalKeysForGameControls
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{
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get { return true; }
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}
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}
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}
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141
Blarg.GameFramework.SDL2/Input/SDLMouse.cs
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141
Blarg.GameFramework.SDL2/Input/SDLMouse.cs
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using System;
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using System.Collections.Generic;
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using SDL2;
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namespace Blarg.GameFramework.Input
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{
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public class SDLMouse : IMouse
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{
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bool[] _buttons;
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bool[] _lockedButtons;
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IList<IMouseListener> _listeners;
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public SDLMouse()
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{
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_buttons = new bool[(int)MouseButton.LastButton];
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_lockedButtons = new bool[(int)MouseButton.LastButton];
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_listeners = new List<IMouseListener>();
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}
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public bool OnButtonEvent(SDL.SDL_MouseButtonEvent e)
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{
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int button = (int)e.button - 1;
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if (e.state == SDL.SDL_PRESSED)
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{
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// Pressed only if not locked
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_buttons[button] = !(_lockedButtons[button]);
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// always report button down events
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// NOTE: we're ignoring the "locked button" state because listeners
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// don't have support for it (yet)
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for (int i = 0; i < _listeners.Count; ++i)
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{
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if (_listeners[i].OnMouseButtonDown((MouseButton)button, X, Y))
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break;
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}
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}
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else
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{
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// if the button is just being released this tick, then trigger an event in all listeners
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if (_buttons[button])
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{
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for (int i = 0; i < _listeners.Count; ++i)
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{
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if (_listeners[i].OnMouseButtonUp((MouseButton)button, X, Y))
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break;
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}
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}
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_buttons[button] = false;
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_lockedButtons[button] = false;
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}
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return true;
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}
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public bool OnMotionEvent(SDL.SDL_MouseMotionEvent e)
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{
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DeltaX = e.x - X;
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DeltaY = e.y - Y;
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X = e.x;
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Y = e.y;
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// raise listener events for the mouse position only if it's moved this tick
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if (DeltaX != 0 || DeltaY != 0)
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{
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for (int i = 0; i < _listeners.Count; ++i)
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{
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if (_listeners[i].OnMouseMove(X, Y, DeltaX, DeltaY))
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break;
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}
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}
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return true;
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}
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public int X { get; private set; }
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public int Y { get; private set; }
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public int DeltaX { get; private set; }
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public int DeltaY { get; private set; }
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public bool IsDown(MouseButton button)
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{
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return _buttons[(int)button] && !_lockedButtons[(int)button];
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}
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public bool IsPressed(MouseButton button)
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{
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if (_buttons[(int)button] && !_lockedButtons[(int)button])
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{
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_lockedButtons[(int)button] = true;
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return true;
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}
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else
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return true;
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}
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public void Lock(MouseButton button)
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{
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_lockedButtons[(int)button] = true;
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}
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public void OnPostUpdate(float delta)
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{
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DeltaX = 0;
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DeltaY = 0;
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}
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public void Reset()
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{
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for (int i = 0; i < _buttons.Length; ++i)
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_buttons[i] = false;
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for (int i = 0; i < _lockedButtons.Length; ++i)
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_lockedButtons[i] = false;
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X = 0;
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Y = 0;
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DeltaX = 0;
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DeltaY = 0;
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}
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public void RegisterListener(IMouseListener listener)
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{
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if (_listeners.Contains(listener))
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throw new InvalidOperationException("Duplicate listener registration.");
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_listeners.Add(listener);
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}
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public void UnregisterListener(IMouseListener listener)
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{
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int index = _listeners.IndexOf(listener);
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if (index == -1)
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throw new InvalidOperationException("Listener not registered.");
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_listeners.RemoveAt(index);
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}
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}
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}
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