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KeyboardInputSourceBase.cs
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KeyboardInputSourceBase.cs
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using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace DirectX12GameEngine.Input
{
public class KeyboardInputSourceBase : IKeyboardInputSource
{
private readonly List<KeyEventArgs> keyEvents = new List<KeyEventArgs>();
public event EventHandler<KeyEventArgs> KeyDown;
public event EventHandler<KeyEventArgs> KeyUp;
public ISet<VirtualKey> DownKeys { get; } = new HashSet<VirtualKey>();
public ISet<VirtualKey> PressedKeys { get; } = new HashSet<VirtualKey>();
public ISet<VirtualKey> ReleasedKeys { get; } = new HashSet<VirtualKey>();
public virtual void Dispose()
{
}
public virtual void Scan()
{
}
public virtual void Update()
{
PressedKeys.Clear();
ReleasedKeys.Clear();
foreach (KeyEventArgs keyEvent in keyEvents)
{
if (DownKeys.Contains(keyEvent.Key))
{
PressedKeys.Add(keyEvent.Key);
}
else
{
ReleasedKeys.Add(keyEvent.Key);
}
}
keyEvents.Clear();
}
protected virtual void OnKeyDown(KeyEventArgs e)
{
if (!DownKeys.Contains(e.Key))
{
DownKeys.Add(e.Key);
keyEvents.Add(e);
}
KeyDown?.Invoke(this, e);
}
protected virtual void OnKeyUp(KeyEventArgs e)
{
if (DownKeys.Contains(e.Key))
{
DownKeys.Remove(e.Key);
keyEvents.Add(e);
}
KeyUp?.Invoke(this, e);
}
}
}