Example #1
0
        /// <summary>
        /// This function houses a hack to fix the window missing some input events,
        /// see Stride pull #181 for more information (https://github.com/stride3d/stride/pull/181).
        /// TODO: Find a proper solution to replace this workaround.
        /// </summary>
        private void MissingInputHack()
        {
#if STRIDE_INPUT_RAWINPUT
            Device.RegisterDevice(SharpDX.Multimedia.UsagePage.Generic, SharpDX.Multimedia.UsageId.GenericKeyboard, DeviceFlags.None);
            Device.KeyboardInput += (sender, args) =>
            {
                switch (args.State)
                {
                case KeyState.SystemKeyDown:
                case KeyState.ImeKeyDown:
                case KeyState.KeyDown:
                {
                    keyboard?.HandleKeyUp(args.Key);
                    heldKeys.Add(args.Key);
                    break;
                }

                case KeyState.SystemKeyUp:
                case KeyState.ImeKeyUp:
                case KeyState.KeyUp:
                {
                    heldKeys.Remove(args.Key);
                    keyboard?.HandleKeyDown(args.Key);
                    break;
                }
                }
            };
#endif
        }
Example #2
0
        private void UIControlOnLostFocus(object sender, EventArgs eventArgs)
        {
            // Release keys/buttons when control focus is lost (this prevents some keys getting stuck when a focus loss happens when moving the camera)
            if (keyboard != null)
            {
                foreach (var key in keyboard.KeyRepeats.Keys.ToArray())
                {
                    keyboard.HandleKeyUp(key);
                }
            }

            mouse?.ForceReleaseButtons();
        }
Example #3
0
        public override void Update()
        {
            // This check handles the case where the game window focus changes during key events causing it to drop WM_KEYUP events
            if (heldKeys.Count > 0)
            {
                foreach (var key in heldKeys)
                {
                    if ((Win32Native.GetKeyState((int)key) & 0x8000) == 0)
                    {
                        keysToRelease.Add(key);
                    }
                }

                foreach (var keyToRelease in keysToRelease)
                {
                    keyboard?.HandleKeyUp(keyToRelease);
                    heldKeys.Remove(keyToRelease);
                }

                keysToRelease.Clear();
            }
        }