6e8fbca745
match the genesis editor version 1.3.0.653.
229 lines
6.5 KiB
C++
229 lines
6.5 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "input/input_stdneb.h"
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#include "input/base/inputkeyboardbase.h"
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#include "input/inputserver.h"
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namespace Input
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{
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__ImplementClass(Input::InputKeyboardBase, 'KBBS', Input::InputHandler);
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using namespace Input;
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//------------------------------------------------------------------------------
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/**
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*/
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InputKeyboardBase::InputKeyboardBase() :
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keyStates(InputKey::NumKeyCodes)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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InputKeyboardBase::~InputKeyboardBase()
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{
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n_assert(!this->IsAttached());
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::BeginCapture()
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{
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InputHandler::BeginCapture();
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n_assert(mInputServer.isvalid());
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mInputServer->ObtainKeyboardCapture(this);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::EndCapture()
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{
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InputHandler::EndCapture();
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n_assert(mInputServer.isvalid());
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mInputServer->ReleaseKeyboardCapture(this);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::OnAttach(const GPtr<InputServerBase>& inputServer)
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{
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InputHandler::OnAttach(inputServer);
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KeyState initialKeyState;
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this->keyStates.Fill(initialKeyState);
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this->charInput.Clear();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::OnBeginFrame()
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{
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InputHandler::OnBeginFrame();
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// reset the up and down state of all keys
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IndexT i;
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for (i = 0; i < this->keyStates.Size(); i++)
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{
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KeyState& keyState = this->keyStates[i];
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// NOTE: if the key was released in the previous frame,
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// clear the pressed state (see the KeyUp-handling
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// code in OnEvent for details why this is a good thing)
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if (keyState.up)
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{
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keyState.pressed = false;
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}
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keyState.down = false;
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keyState.up = false;
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}
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// clear character input
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this->charInput.Clear();
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this->keyEventCache.Clear();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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InputKeyboardBase::OnEvent(const InputEvent& inputEvent)
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{
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switch (inputEvent.GetType())
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{
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// reset input handler if another one begins to capture
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case InputEvent::BeginKeyboardCapture:
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if (!this->IsCapturing())
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{
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this->OnReset();
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}
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break;
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case InputEvent::KeyDown:
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// note: if we're already pressed we don't record
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// a key down, this happens when the key repeat kicks in
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{
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KeyState& keyState = this->keyStates[inputEvent.GetKey()];
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if (!keyState.pressed)
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{
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keyState.down = true;
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keyState.pressed = true;
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}
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this->keyEventCache.Append(KeyEvent(inputEvent.GetKey(), inputEvent.GetType()));
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}
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break;
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case InputEvent::KeyUp:
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{
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KeyState& keyState = this->keyStates[inputEvent.GetKey()];
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keyState.up = true;
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this->keyEventCache.Append(KeyEvent(inputEvent.GetKey(), inputEvent.GetType()));
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// NOTE: we don't clear the pressed flag here because
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// it may happen that a key was only tapped shortly
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// within a frame, and in this case we still want the
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// pressed flag to be set for the current frame (otherwise an application
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// may miss the pressed state) instead, the pressed state will
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// be cleared at the beginning of the next frame
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// when the key up flag was set
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}
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break;
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case InputEvent::Character:
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{
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uchar chr = inputEvent.GetChar();
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this->charInput.AppendRange((const char*)&chr, 1);
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}
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break;
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default:
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break;
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}
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return InputHandler::OnEvent(inputEvent);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::OnObtainCapture()
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{
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InputHandler::OnObtainCapture();
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// put begin keyboard capture event
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InputEvent beginCaptureEvent;
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beginCaptureEvent.SetType(InputEvent::BeginKeyboardCapture);
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n_assert(mInputServer.isvalid());
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mInputServer->PutEvent(beginCaptureEvent);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::OnReleaseCapture()
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{
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// put end keyboard capture event
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InputEvent endCaptureEvent;
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endCaptureEvent.SetType(InputEvent::EndKeyboardCapture);
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n_assert(mInputServer.isvalid());
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mInputServer->PutEvent(endCaptureEvent);
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InputHandler::OnReleaseCapture();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputKeyboardBase::OnReset()
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{
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IndexT i;
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for (i = 0; i < this->keyStates.Size(); i++)
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{
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KeyState& keyState = this->keyStates[i];
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if (keyState.pressed)
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{
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keyState.up = true;
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}
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else
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{
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keyState.up = false;
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}
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keyState.down = false;
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keyState.pressed = false;
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}
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this->charInput.Clear();
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}
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} // namespace Input
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