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KeyboardState.cs
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KeyboardState.cs
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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
using System.Collections.Generic;
namespace Microsoft.Xna.Framework.Input
{
/// <summary>
/// Holds the state of keystrokes by a keyboard.
/// </summary>
public struct KeyboardState
{
// Used for the common situation where GetPressedKeys will return an empty array
static Keys[] empty = new Keys[0];
#region Key Data
// Array of 256 bits:
uint keys0, keys1, keys2, keys3, keys4, keys5, keys6, keys7;
bool InternalGetKey(Keys key)
{
uint mask = (uint)1 << (((int)key) & 0x1f);
uint element;
switch (((int)key) >> 5)
{
case 0: element = keys0; break;
case 1: element = keys1; break;
case 2: element = keys2; break;
case 3: element = keys3; break;
case 4: element = keys4; break;
case 5: element = keys5; break;
case 6: element = keys6; break;
case 7: element = keys7; break;
default: element = 0; break;
}
return (element & mask) != 0;
}
void InternalSetKey(Keys key)
{
uint mask = (uint)1 << (((int)key) & 0x1f);
switch (((int)key) >> 5)
{
case 0: keys0 |= mask; break;
case 1: keys1 |= mask; break;
case 2: keys2 |= mask; break;
case 3: keys3 |= mask; break;
case 4: keys4 |= mask; break;
case 5: keys5 |= mask; break;
case 6: keys6 |= mask; break;
case 7: keys7 |= mask; break;
}
}
void InternalClearKey(Keys key)
{
uint mask = (uint)1 << (((int)key) & 0x1f);
switch (((int)key) >> 5)
{
case 0: keys0 &= ~mask; break;
case 1: keys1 &= ~mask; break;
case 2: keys2 &= ~mask; break;
case 3: keys3 &= ~mask; break;
case 4: keys4 &= ~mask; break;
case 5: keys5 &= ~mask; break;
case 6: keys6 &= ~mask; break;
case 7: keys7 &= ~mask; break;
}
}
void InternalClearAllKeys()
{
keys0 = 0;
keys1 = 0;
keys2 = 0;
keys3 = 0;
keys4 = 0;
keys5 = 0;
keys6 = 0;
keys7 = 0;
}
#endregion
#region XNA Interface
/// <summary>
/// Initializes a new instance of the <see cref="KeyboardState"/> class.
/// </summary>
/// <param name="keys">List of keys to be flagged as pressed on initialization.</param>
internal KeyboardState(List<Keys> keys)
{
keys0 = 0;
keys1 = 0;
keys2 = 0;
keys3 = 0;
keys4 = 0;
keys5 = 0;
keys6 = 0;
keys7 = 0;
if (keys != null)
foreach (Keys k in keys)
InternalSetKey(k);
}
/// <summary>
/// Initializes a new instance of the <see cref="KeyboardState"/> class.
/// </summary>
/// <param name="keys">List of keys to be flagged as pressed on initialization.</param>
public KeyboardState(params Keys[] keys)
{
keys0 = 0;
keys1 = 0;
keys2 = 0;
keys3 = 0;
keys4 = 0;
keys5 = 0;
keys6 = 0;
keys7 = 0;
if (keys != null)
foreach (Keys k in keys)
InternalSetKey(k);
}
/// <summary>
/// Returns the state of a specified key.
/// </summary>
/// <param name="key">The key to query.</param>
/// <returns>The state of the key.</returns>
public KeyState this[Keys key]
{
get { return InternalGetKey(key) ? KeyState.Down : KeyState.Up; }
}
/// <summary>
/// Gets whether given key is currently being pressed.
/// </summary>
/// <param name="key">The key to query.</param>
/// <returns>true if the key is pressed; false otherwise.</returns>
public bool IsKeyDown(Keys key)
{
return InternalGetKey(key);
}
/// <summary>
/// Gets whether given key is currently being not pressed.
/// </summary>
/// <param name="key">The key to query.</param>
/// <returns>true if the key is not pressed; false otherwise.</returns>
public bool IsKeyUp(Keys key)
{
return !InternalGetKey(key);
}
#endregion
#region GetPressedKeys()
private static uint CountBits(uint v)
{
// http://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
v = v - ((v >> 1) & 0x55555555); // reuse input as temporary
v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // temp
return ((v + (v >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
}
private static int AddKeysToArray(uint keys, int offset, Keys[] pressedKeys, int index)
{
for (int i = 0; i < 32; i++)
{
if ((keys & (1 << i)) != 0)
pressedKeys[index++] = (Keys)(offset + i);
}
return index;
}
/// <summary>
/// Returns an array of values holding keys that are currently being pressed.
/// </summary>
/// <returns>The keys that are currently being pressed.</returns>
public Keys[] GetPressedKeys()
{
uint count = CountBits(keys0) + CountBits(keys1) + CountBits(keys2) + CountBits(keys3)
+ CountBits(keys4) + CountBits(keys5) + CountBits(keys6) + CountBits(keys7);
if (count == 0)
return empty;
Keys[] keys = new Keys[count];
int index = 0;
if (keys0 != 0) index = AddKeysToArray(keys0, 0 * 32, keys, index);
if (keys1 != 0) index = AddKeysToArray(keys1, 1 * 32, keys, index);
if (keys2 != 0) index = AddKeysToArray(keys2, 2 * 32, keys, index);
if (keys3 != 0) index = AddKeysToArray(keys3, 3 * 32, keys, index);
if (keys4 != 0) index = AddKeysToArray(keys4, 4 * 32, keys, index);
if (keys5 != 0) index = AddKeysToArray(keys5, 5 * 32, keys, index);
if (keys6 != 0) index = AddKeysToArray(keys6, 6 * 32, keys, index);
if (keys7 != 0) index = AddKeysToArray(keys7, 7 * 32, keys, index);
return keys;
}
#endregion
#region Objet and Equality
/// <summary>
/// Gets the hash code for <see cref="KeyboardState"/> instance.
/// </summary>
/// <returns>Hash code of the object.</returns>
public override int GetHashCode()
{
return (int)(keys0 ^ keys1 ^ keys2 ^ keys3 ^ keys4 ^ keys5 ^ keys6 ^ keys7);
}
/// <summary>
/// Compares whether two <see cref="KeyboardState"/> instances are equal.
/// </summary>
/// <param name="a"><see cref="KeyboardState"/> instance to the left of the equality operator.</param>
/// <param name="b"><see cref="KeyboardState"/> instance to the right of the equality operator.</param>
/// <returns>true if the instances are equal; false otherwise.</returns>
public static bool operator ==(KeyboardState a, KeyboardState b)
{
return a.keys0 == b.keys0
&& a.keys1 == b.keys1
&& a.keys2 == b.keys2
&& a.keys3 == b.keys3
&& a.keys4 == b.keys4
&& a.keys5 == b.keys5
&& a.keys6 == b.keys6
&& a.keys7 == b.keys7;
}
/// <summary>
/// Compares whether two <see cref="KeyboardState"/> instances are not equal.
/// </summary>
/// <param name="a"><see cref="KeyboardState"/> instance to the left of the inequality operator.</param>
/// <param name="b"><see cref="KeyboardState"/> instance to the right of the inequality operator.</param>
/// <returns>true if the instances are different; false otherwise.</returns>
public static bool operator !=(KeyboardState a, KeyboardState b)
{
return !(a == b);
}
/// <summary>
/// Compares whether current instance is equal to specified object.
/// </summary>
/// <param name="obj">The <see cref="KeyboardState"/> to compare.</param>
/// <returns>true if the provided <see cref="KeyboardState"/> instance is same with current; false otherwise.</returns>
public override bool Equals(object obj)
{
return obj is KeyboardState && this == (KeyboardState)obj;
}
#endregion
}
}