Example #1
0
        public static void Poll()
        {
            KeyboardState kstate = keyboard.GetCurrentState();

            foreach (Key k in kstate.AllKeys)
            {
                if (kstate.IsPressed(k))
                {
                    keyStates[k] = true;
                }
                if (kstate.IsReleased(k))
                {
                    keyStates[k] = false;
                }
            }

            MouseState mState = mouseRel.GetCurrentState();

            LMBPressed    = mState.GetButtons()[0];
            RMBPressed    = mState.GetButtons()[1];
            MMBPressed    = mState.GetButtons()[2];
            mouseDeltaPos = new Vector3(mState.X, mState.Y, mState.Z);

            mouseAbsPosNormalized.X = (Renderer.viewport.PointToClient(System.Windows.Forms.Control.MousePosition).X - (Renderer.viewport.Width / 2F)) / (float)Renderer.viewport.Width;
            mouseAbsPosNormalized.Y = (Renderer.viewport.PointToClient(System.Windows.Forms.Control.MousePosition).Y - (Renderer.viewport.Height / 2F)) / (float)Renderer.viewport.Height;

            mouseAbsPosScreen.X = Renderer.viewport.PointToClient(System.Windows.Forms.Control.MousePosition).X;
            mouseAbsPosScreen.Y = Renderer.viewport.PointToClient(System.Windows.Forms.Control.MousePosition).Y;
        }
Example #2
0
        /// <summary>
        /// Makes the new mouse state mirror the previous mouse state (thus freezing mouse input)
        /// </summary>
        private void mirrorOldMouseState()
        {
            // The cursor is not on the window, or the window does not have focus

            // Disable all NEW mouse presses
            var left  = mouseState.GetButtons()[0];
            var right = mouseState.GetButtons()[1];

            var prevLeft  = prevMouseState.GetButtons()[0];
            var prevRight = prevMouseState.GetButtons()[1];

            if (prevLeft == false)
            {
                left = false;
            }
            if (prevRight == false)
            {
                right = false;
            }


            //TODO:

            /*mouseState = new MouseState(mouseState.X, mouseState.Y, mouseState.ScrollWheelValue,
             *          left, mouseState.MiddleButton, right,
             *          mouseState.XButton1, mouseState.XButton2);*/
        }
Example #3
0
        //Creates and returns event data to send to the controls if the mouse has been clicked.
        //Returns null if it hasn't.
        private DXMouseEventArgs GetClickEventData(MouseState newMouseState)
        {
            bool[] oldButtonData = this.previousMouseState.GetButtons();
            bool[] newButtonData = newMouseState.GetButtons();

            MouseAction action      = MouseAction.None;
            int         buttonIndex = 0;

            for (int i = 0; i < oldButtonData.Length; i++)
            {
                if (oldButtonData[i] != newButtonData[i])
                {
                    buttonIndex = i;
                    if (oldButtonData[i])
                    {
                        action = MouseAction.Release;
                    }
                    else
                    {
                        action = MouseAction.Click;
                    }
                    break;
                }
            }

            if (action == MouseAction.None)
            {
                return(null);
            }
            else
            {
                return(new DXMouseEventArgs(
                           action,
                           newMouseState,
                           Control.MousePosition,
                           buttonIndex,
                           this));
            }
        }
Example #4
0
        private void HandleMouse()
        {
            if (mouse.Acquire().IsFailure)
            {
                return;
            }
            if (mouse.Poll().IsFailure)
            {
                return;
            }
            try
            {
                mouse.GetCurrentState(ref mouseState);

                bool[] buttons = mouseState.GetButtons();

                for (int i = 0; i < buttons.Length && i < 5; i++)
                {
                    if (buttons[i] != currentMouseButtons[i])
                    {
                        switch (i)
                        {
                        case 0:
                            InputEvent(EmuKeys.Mouse1, buttons[i]);
                            break;

                        case 1:
                            InputEvent(EmuKeys.Mouse2, buttons[i]);
                            break;

                        case 2:
                            InputEvent(EmuKeys.Mouse3, buttons[i]);
                            break;

                        case 3:
                            InputEvent(EmuKeys.Mouse4, buttons[i]);
                            break;

                        case 4:
                            InputEvent(EmuKeys.Mouse5, buttons[i]);
                            break;
                        }
                        currentMouseButtons[i] = buttons[i];
                    }
                }
                int newMouseX = Cursor.Position.X; //Not even going to bother with attempting to use crazy relative Direct Input mouse data
                int newMouseY = Cursor.Position.Y;
                if (newMouseX != mouseX)
                {
                    InputScalerEvent(EmuKeys.MouseX, newMouseX);
                }
                if (newMouseY != mouseY)
                {
                    InputScalerEvent(EmuKeys.MouseY, newMouseY);
                }
                mouseX = newMouseX;
                mouseY = newMouseY;
            }
            catch
            {
                mouse.Acquire();
            }
        }
        public void tポーリング(bool bWindowがアクティブ中, bool bバッファ入力を使用する)
        {
            for (int i = 0; i < 8; i++)
            {
                this.bMousePushDown[i] = false;
                this.bMousePullUp[i]   = false;
            }

            if (((bWindowがアクティブ中 && (this.devMouse != null)) && !this.devMouse.Acquire().IsFailure) && !this.devMouse.Poll().IsFailure)
            {
                // this.list入力イベント = new List<STInputEvent>( 32 );
                this.list入力イベント.Clear();                                        // #xxxxx 2012.6.11 yyagi; To optimize, I removed new();

                if (bバッファ入力を使用する)
                {
                    #region [ a.バッファ入力 ]
                    //-----------------------------
                    var bufferedData = this.devMouse.GetBufferedData();
                    if (Result.Last.IsSuccess && bufferedData != null)
                    {
                        foreach (MouseState data in bufferedData)
                        {
                            for (int k = 0; k < 8; k++)
                            {
                                if (data.IsPressed(k))
                                {
                                    STInputEvent item = new STInputEvent()
                                    {
                                        nKey       = k,
                                        b押された      = true,
                                        b離された      = false,
                                        nTimeStamp = CSound管理.rc演奏用タイマ.nサウンドタイマーのシステム時刻msへの変換(data.TimeStamp),
                                        nVelocity  = CInput管理.n通常音量
                                    };
                                    this.list入力イベント.Add(item);

                                    this.bMouseState[k]    = true;
                                    this.bMousePushDown[k] = true;
                                }
                                else if (data.IsReleased(k))
                                {
                                    STInputEvent item = new STInputEvent()
                                    {
                                        nKey       = k,
                                        b押された      = false,
                                        b離された      = true,
                                        nTimeStamp = CSound管理.rc演奏用タイマ.nサウンドタイマーのシステム時刻msへの変換(data.TimeStamp),
                                        nVelocity  = CInput管理.n通常音量
                                    };
                                    this.list入力イベント.Add(item);

                                    this.bMouseState[k]  = false;
                                    this.bMousePullUp[k] = true;
                                }
                            }
                        }
                    }
                    //-----------------------------
                    #endregion
                }
                else
                {
                    #region [ b.状態入力 ]
                    //-----------------------------
                    MouseState currentState = this.devMouse.GetCurrentState();
                    if (Result.Last.IsSuccess && currentState != null)
                    {
                        bool[] buttons = currentState.GetButtons();
                        for (int j = 0; (j < buttons.Length) && (j < 8); j++)
                        {
                            if (this.bMouseState[j] == false && buttons[j] == true)
                            {
                                var ev = new STInputEvent()
                                {
                                    nKey       = j,
                                    b押された      = true,
                                    b離された      = false,
                                    nTimeStamp = CSound管理.rc演奏用タイマ.nシステム時刻,                                     // 演奏用タイマと同じタイマを使うことで、BGMと譜面、入力ずれを防ぐ。
                                    nVelocity  = CInput管理.n通常音量,
                                };
                                this.list入力イベント.Add(ev);

                                this.bMouseState[j]    = true;
                                this.bMousePushDown[j] = true;
                            }
                            else if (this.bMouseState[j] == true && buttons[j] == false)
                            {
                                var ev = new STInputEvent()
                                {
                                    nKey       = j,
                                    b押された      = false,
                                    b離された      = true,
                                    nTimeStamp = CSound管理.rc演奏用タイマ.nシステム時刻,                                     // 演奏用タイマと同じタイマを使うことで、BGMと譜面、入力ずれを防ぐ。
                                    nVelocity  = CInput管理.n通常音量,
                                };
                                this.list入力イベント.Add(ev);

                                this.bMouseState[j]  = false;
                                this.bMousePullUp[j] = true;
                            }
                        }
                    }
                    //-----------------------------
                    #endregion
                }
            }
        }
Example #6
0
        public void tポーリング(bool bWindowがアクティブ中, bool bバッファ入力を使用する)
        {
            for (int i = 0; i < 8; i++)
            {
                this.bMousePushDown[i] = false;
                this.bMousePullUp[i]   = false;
            }

            if (((bWindowがアクティブ中 && (this.devMouse != null)) && !this.devMouse.Acquire().IsFailure) && !this.devMouse.Poll().IsFailure)
            {
                // this.list入力イベント = new List<STInputEvent>( 32 );
                this.list入力イベント.Clear();                                        // #xxxxx 2012.6.11 yyagi; To optimize, I removed new();

                if (bバッファ入力を使用する)
                {
                    #region [ a.バッファ入力 ]
                    //-----------------------------

                    var length = this.devMouse.GetDeviceData(_rawBufferedDataArray, false);
                    if (!Result.Last.IsSuccess)
                    {
                        return;
                    }
                    for (int i = 0; i < length; i++)
                    {
                        var rawBufferedData = _rawBufferedDataArray[i];
                        var key             = rawBufferedData.Offset - 12;
                        var wasPressed      = (rawBufferedData.Data & 128) == 128;

                        if (!(-1 < key && key < 8))
                        {
                            continue;
                        }

                        STInputEvent item = new STInputEvent()
                        {
                            nKey       = key,
                            b押された      = wasPressed,
                            nTimeStamp = CSound管理.rc演奏用タイマ.nサウンドタイマーのシステム時刻msへの変換(rawBufferedData.Timestamp),
                        };
                        this.list入力イベント.Add(item);

                        this.bMouseState[item.nKey]    = wasPressed;
                        this.bMousePushDown[item.nKey] = wasPressed;
                        this.bMousePullUp[item.nKey]   = !wasPressed;
                    }

                    //-----------------------------
                    #endregion
                }
                else
                {
                    #region [ b.状態入力 ]
                    //-----------------------------
                    MouseState currentState = this.devMouse.GetCurrentState();
                    if (Result.Last.IsSuccess && currentState != null)
                    {
                        bool[] buttons = currentState.GetButtons();
                        for (int j = 0; (j < buttons.Length) && (j < 8); j++)
                        {
                            if (this.bMouseState[j] == false && buttons[j] == true)
                            {
                                var ev = new STInputEvent()
                                {
                                    nKey       = j,
                                    b押された      = true,
                                    nTimeStamp = CSound管理.rc演奏用タイマ.nシステム時刻,                                     // 演奏用タイマと同じタイマを使うことで、BGMと譜面、入力ずれを防ぐ。
                                };
                                this.list入力イベント.Add(ev);

                                this.bMouseState[j]    = true;
                                this.bMousePushDown[j] = true;
                            }
                            else if (this.bMouseState[j] == true && buttons[j] == false)
                            {
                                var ev = new STInputEvent()
                                {
                                    nKey       = j,
                                    b押された      = false,
                                    nTimeStamp = CSound管理.rc演奏用タイマ.nシステム時刻,                                     // 演奏用タイマと同じタイマを使うことで、BGMと譜面、入力ずれを防ぐ。
                                };
                                this.list入力イベント.Add(ev);

                                this.bMouseState[j]  = false;
                                this.bMousePullUp[j] = true;
                            }
                        }
                    }
                    //-----------------------------
                    #endregion
                }
            }
        }