113 lines
2.3 KiB
C#
113 lines
2.3 KiB
C#
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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