/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "input/input_stdneb.h" #include "input/base/inputkeyboardbase.h" #include "input/inputserver.h" namespace Input { __ImplementClass(Input::InputKeyboardBase, 'KBBS', Input::InputHandler); using namespace Input; //------------------------------------------------------------------------------ /** */ InputKeyboardBase::InputKeyboardBase() : keyStates(InputKey::NumKeyCodes) { // empty } //------------------------------------------------------------------------------ /** */ InputKeyboardBase::~InputKeyboardBase() { n_assert(!this->IsAttached()); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::BeginCapture() { InputHandler::BeginCapture(); n_assert(mInputServer.isvalid()); mInputServer->ObtainKeyboardCapture(this); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::EndCapture() { InputHandler::EndCapture(); n_assert(mInputServer.isvalid()); mInputServer->ReleaseKeyboardCapture(this); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::OnAttach(const GPtr& inputServer) { InputHandler::OnAttach(inputServer); KeyState initialKeyState; this->keyStates.Fill(initialKeyState); this->charInput.Clear(); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::OnBeginFrame() { InputHandler::OnBeginFrame(); // reset the up and down state of all keys IndexT i; for (i = 0; i < this->keyStates.Size(); i++) { KeyState& keyState = this->keyStates[i]; // NOTE: if the key was released in the previous frame, // clear the pressed state (see the KeyUp-handling // code in OnEvent for details why this is a good thing) if (keyState.up) { keyState.pressed = false; } keyState.down = false; keyState.up = false; } // clear character input this->charInput.Clear(); this->keyEventCache.Clear(); } //------------------------------------------------------------------------------ /** */ bool InputKeyboardBase::OnEvent(const InputEvent& inputEvent) { switch (inputEvent.GetType()) { // reset input handler if another one begins to capture case InputEvent::BeginKeyboardCapture: if (!this->IsCapturing()) { this->OnReset(); } break; case InputEvent::KeyDown: // note: if we're already pressed we don't record // a key down, this happens when the key repeat kicks in { KeyState& keyState = this->keyStates[inputEvent.GetKey()]; if (!keyState.pressed) { keyState.down = true; keyState.pressed = true; } this->keyEventCache.Append(KeyEvent(inputEvent.GetKey(), inputEvent.GetType())); } break; case InputEvent::KeyUp: { KeyState& keyState = this->keyStates[inputEvent.GetKey()]; keyState.up = true; this->keyEventCache.Append(KeyEvent(inputEvent.GetKey(), inputEvent.GetType())); // NOTE: we don't clear the pressed flag here because // it may happen that a key was only tapped shortly // within a frame, and in this case we still want the // pressed flag to be set for the current frame (otherwise an application // may miss the pressed state) instead, the pressed state will // be cleared at the beginning of the next frame // when the key up flag was set } break; case InputEvent::Character: { uchar chr = inputEvent.GetChar(); this->charInput.AppendRange((const char*)&chr, 1); } break; default: break; } return InputHandler::OnEvent(inputEvent); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::OnObtainCapture() { InputHandler::OnObtainCapture(); // put begin keyboard capture event InputEvent beginCaptureEvent; beginCaptureEvent.SetType(InputEvent::BeginKeyboardCapture); n_assert(mInputServer.isvalid()); mInputServer->PutEvent(beginCaptureEvent); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::OnReleaseCapture() { // put end keyboard capture event InputEvent endCaptureEvent; endCaptureEvent.SetType(InputEvent::EndKeyboardCapture); n_assert(mInputServer.isvalid()); mInputServer->PutEvent(endCaptureEvent); InputHandler::OnReleaseCapture(); } //------------------------------------------------------------------------------ /** */ void InputKeyboardBase::OnReset() { IndexT i; for (i = 0; i < this->keyStates.Size(); i++) { KeyState& keyState = this->keyStates[i]; if (keyState.pressed) { keyState.up = true; } else { keyState.up = false; } keyState.down = false; keyState.pressed = false; } this->charInput.Clear(); } } // namespace Input