Пример #1
0
 private void INTERNAL_TextInputIn(Keys key)
 {
     if (key == Keys.Back)
     {
         INTERNAL_TextInputControlDown[0]   = true;
         INTERNAL_TextInputControlRepeat[0] = Environment.TickCount + 400;
         TextInputEXT.OnTextInput((char)8);                  // Backspace
     }
     else if (key == Keys.Tab)
     {
         INTERNAL_TextInputControlDown[1]   = true;
         INTERNAL_TextInputControlRepeat[1] = Environment.TickCount + 400;
         TextInputEXT.OnTextInput((char)9);                  // Tab
     }
     else if (key == Keys.Enter)
     {
         INTERNAL_TextInputControlDown[2]   = true;
         INTERNAL_TextInputControlRepeat[2] = Environment.TickCount + 400;
         TextInputEXT.OnTextInput((char)13);                  // Enter
     }
     else if (keys.Contains(Keys.LeftControl) && key == Keys.V)
     {
         INTERNAL_TextInputControlDown[3]   = true;
         INTERNAL_TextInputControlRepeat[3] = Environment.TickCount + 400;
         TextInputEXT.OnTextInput((char)22);                  // Control-V (Paste)
         INTERNAL_TextInputSuppress = true;
     }
 }
Пример #2
0
 private void INTERNAL_TextInputUpdate()
 {
     if (INTERNAL_TextInputControlDown[0] && INTERNAL_TextInputControlRepeat[0] <= Environment.TickCount)
     {
         TextInputEXT.OnTextInput((char)8);
     }
     if (INTERNAL_TextInputControlDown[1] && INTERNAL_TextInputControlRepeat[1] <= Environment.TickCount)
     {
         TextInputEXT.OnTextInput((char)9);
     }
     if (INTERNAL_TextInputControlDown[2] && INTERNAL_TextInputControlRepeat[2] <= Environment.TickCount)
     {
         TextInputEXT.OnTextInput((char)13);
     }
     if (INTERNAL_TextInputControlDown[3] && INTERNAL_TextInputControlRepeat[3] <= Environment.TickCount)
     {
         TextInputEXT.OnTextInput((char)22);
     }
 }
Пример #3
0
        public override void RunLoop()
        {
            SDL.SDL_ShowWindow(Window.Handle);

            SDL.SDL_Event evt;

            while (INTERNAL_runApplication)
            {
#if !THREADED_GL
                Threading.Run();
#endif
                while (SDL.SDL_PollEvent(out evt) == 1)
                {
                    // Keyboard
                    if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN)
                    {
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode);
                        if (!keys.Contains(key))
                        {
                            keys.Add(key);
                            INTERNAL_TextInputIn(key);
                        }
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_KEYUP)
                    {
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode);
                        if (keys.Remove(key))
                        {
                            INTERNAL_TextInputOut(key);
                        }
                    }

                    // Mouse Input
                    else if (evt.type == SDL.SDL_EventType.SDL_MOUSEMOTION)
                    {
                        Mouse.INTERNAL_IsWarped = false;
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_MOUSEWHEEL)
                    {
                        // 120 units per notch. Because reasons.
                        Mouse.INTERNAL_MouseWheel += evt.wheel.y * 120;
                    }

                    // Touch Input
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERDOWN)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Pressed,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERUP)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Released,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERMOTION)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Moved,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }

                    // Various Window Events...
                    else if (evt.type == SDL.SDL_EventType.SDL_WINDOWEVENT)
                    {
                        // Window Focus
                        if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED)
                        {
                            IsActive = true;

                            if (!INTERNAL_useFullscreenSpaces)
                            {
                                // If we alt-tab away, we lose the 'fullscreen desktop' flag on some WMs
                                SDL.SDL_SetWindowFullscreen(
                                    Window.Handle,
                                    Game.GraphicsDevice.PresentationParameters.IsFullScreen ?
                                    (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP :
                                    0
                                    );
                            }

                            // Disable the screensaver when we're back.
                            SDL.SDL_DisableScreenSaver();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST)
                        {
                            IsActive = false;

                            if (!INTERNAL_useFullscreenSpaces)
                            {
                                SDL.SDL_SetWindowFullscreen(Window.Handle, 0);
                            }

                            // Give the screensaver back, we're not that important now.
                            SDL.SDL_EnableScreenSaver();
                        }

                        // Window Resize
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED)
                        {
                            Mouse.INTERNAL_WindowWidth  = evt.window.data1;
                            Mouse.INTERNAL_WindowHeight = evt.window.data2;

                            // Should be called on user resize only, NOT ApplyChanges!
                            ((SDL2_GameWindow)Window).INTERNAL_ClientSizeChanged();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED)
                        {
                            Mouse.INTERNAL_WindowWidth  = evt.window.data1;
                            Mouse.INTERNAL_WindowHeight = evt.window.data2;

                            // Need to reset the graphics device any time the window size changes
                            if (Game.graphicsDeviceManager.IsFullScreen)
                            {
                                GraphicsDevice device = Game.GraphicsDevice;
                                Game.graphicsDeviceManager.INTERNAL_ResizeGraphicsDevice(
                                    device.GLDevice.Backbuffer.Width,
                                    device.GLDevice.Backbuffer.Height
                                    );
                            }
                            else
                            {
                                Game.graphicsDeviceManager.INTERNAL_ResizeGraphicsDevice(
                                    evt.window.data1,
                                    evt.window.data2
                                    );
                            }
                        }

                        // Window Move
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_MOVED)
                        {
                            /* Apparently if you move the window to a new
                             * display, a GraphicsDevice Reset occurs.
                             * -flibit
                             */
                            int newIndex = SDL.SDL_GetWindowDisplayIndex(
                                Window.Handle
                                );
                            if (newIndex != displayIndex)
                            {
                                displayIndex = newIndex;
                                INTERNAL_GenerateDisplayModes();
                                Game.GraphicsDevice.Reset();
                            }
                        }

                        // Mouse Focus
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER)
                        {
                            SDL.SDL_DisableScreenSaver();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE)
                        {
                            SDL.SDL_EnableScreenSaver();
                        }
                    }

                    // Controller device management
                    else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEADDED)
                    {
                        GamePad.INTERNAL_AddInstance(evt.jdevice.which);
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEREMOVED)
                    {
                        GamePad.INTERNAL_RemoveInstance(evt.jdevice.which);
                    }

                    // Text Input
                    else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !INTERNAL_TextInputSuppress)
                    {
                        string text;
                        unsafe { text = new string((char *)evt.text.text); }
                        if (text.Length > 0)
                        {
                            TextInputEXT.OnTextInput(text[0]);
                        }
                    }

                    // Quit
                    else if (evt.type == SDL.SDL_EventType.SDL_QUIT)
                    {
                        INTERNAL_runApplication = false;
                        break;
                    }
                }
                // Text Input Controls Key Handling
                INTERNAL_TextInputUpdate();

                Keyboard.SetKeys(keys);
                Game.Tick();
            }

            // We out.
            Game.Exit();
        }
Пример #4
0
        public override void RunLoop()
        {
            SDL.SDL_ShowWindow(Window.Handle);
            if (Window.IsBorderlessEXT)
            {
                /* FIXME: SDL2/X11 bug!
                 * See SDL2_GameWindow.IsBorderlessEXT.
                 * -flibit
                 */
                SDL.SDL_SetWindowBordered(
                    Window.Handle,
                    SDL.SDL_bool.SDL_FALSE
                    );
            }

            SDL.SDL_Event evt;

            while (INTERNAL_runApplication)
            {
                while (SDL.SDL_PollEvent(out evt) == 1)
                {
                    // Keyboard
                    if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN)
                    {
#if USE_SCANCODES
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode);
#else
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.sym);
#endif
                        if (!keys.Contains(key))
                        {
                            keys.Add(key);
                            INTERNAL_TextInputIn(key);
                        }
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_KEYUP)
                    {
#if USE_SCANCODES
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode);
#else
                        Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.sym);
#endif
                        if (keys.Remove(key))
                        {
                            INTERNAL_TextInputOut(key);
                        }
                    }

                    // Mouse Input
                    else if (evt.type == SDL.SDL_EventType.SDL_MOUSEMOTION)
                    {
                        Mouse.INTERNAL_IsWarped = false;
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_MOUSEWHEEL)
                    {
                        // 120 units per notch. Because reasons.
                        Mouse.INTERNAL_MouseWheel += evt.wheel.y * 120;
                    }

                    // Touch Input
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERDOWN)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Pressed,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERUP)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Released,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_FINGERMOTION)
                    {
                        TouchPanel.AddEvent(
                            (int)evt.tfinger.touchId,
                            TouchLocationState.Moved,
                            new Vector2(
                                evt.tfinger.x,
                                evt.tfinger.y
                                )
                            );
                    }

                    // Various Window Events...
                    else if (evt.type == SDL.SDL_EventType.SDL_WINDOWEVENT)
                    {
                        // Window Focus
                        if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED)
                        {
                            IsActive = true;

                            if (!INTERNAL_useFullscreenSpaces)
                            {
                                // If we alt-tab away, we lose the 'fullscreen desktop' flag on some WMs
                                SDL.SDL_SetWindowFullscreen(
                                    Window.Handle,
                                    Game.GraphicsDevice.PresentationParameters.IsFullScreen ?
                                    (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP :
                                    0
                                    );
                            }

                            // Disable the screensaver when we're back.
                            SDL.SDL_DisableScreenSaver();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST)
                        {
                            IsActive = false;

                            if (!INTERNAL_useFullscreenSpaces)
                            {
                                SDL.SDL_SetWindowFullscreen(Window.Handle, 0);
                            }

                            // Give the screensaver back, we're not that important now.
                            SDL.SDL_EnableScreenSaver();
                        }

                        // Window Resize
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED)
                        {
                            Mouse.INTERNAL_WindowWidth  = evt.window.data1;
                            Mouse.INTERNAL_WindowHeight = evt.window.data2;

                            // Should be called on user resize only, NOT ApplyChanges!
                            ((SDL2_GameWindow)Window).INTERNAL_ClientSizeChanged();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED)
                        {
                            Mouse.INTERNAL_WindowWidth  = evt.window.data1;
                            Mouse.INTERNAL_WindowHeight = evt.window.data2;

                            // Need to reset the graphics device any time the window size changes
                            GraphicsDeviceManager gdm = Game.Services.GetService(
                                typeof(IGraphicsDeviceService)
                                ) as GraphicsDeviceManager;
                            // FIXME: gdm == null? -flibit
                            if (gdm.IsFullScreen)
                            {
                                GraphicsDevice device = Game.GraphicsDevice;
                                gdm.INTERNAL_ResizeGraphicsDevice(
                                    device.GLDevice.Backbuffer.Width,
                                    device.GLDevice.Backbuffer.Height
                                    );
                            }
                            else
                            {
                                gdm.INTERNAL_ResizeGraphicsDevice(
                                    evt.window.data1,
                                    evt.window.data2
                                    );
                            }
                        }

                        // Window Move
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_MOVED)
                        {
                            /* Apparently if you move the window to a new
                             * display, a GraphicsDevice Reset occurs.
                             * -flibit
                             */
                            int newIndex = SDL.SDL_GetWindowDisplayIndex(
                                Window.Handle
                                );
                            if (newIndex != displayIndex)
                            {
                                displayIndex = newIndex;
                                INTERNAL_GenerateDisplayModes();
                                Game.GraphicsDevice.Reset();
                            }
                        }

                        // Mouse Focus
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER)
                        {
                            SDL.SDL_DisableScreenSaver();
                        }
                        else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE)
                        {
                            SDL.SDL_EnableScreenSaver();
                        }
                    }

                    // Controller device management
                    else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED)
                    {
                        GamePad.INTERNAL_AddInstance(evt.cdevice.which);
                    }
                    else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED)
                    {
                        GamePad.INTERNAL_RemoveInstance(evt.cdevice.which);
                    }

                    // Text Input
                    else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !INTERNAL_TextInputSuppress)
                    {
                        string text;

                        // Based on the SDL2# LPUtf8StrMarshaler
                        unsafe
                        {
                            byte *endPtr = evt.text.text;
                            while (*endPtr != 0)
                            {
                                endPtr++;
                            }
                            byte[] bytes = new byte[endPtr - evt.text.text];
                            Marshal.Copy((IntPtr)evt.text.text, bytes, 0, bytes.Length);
                            text = System.Text.Encoding.UTF8.GetString(bytes);
                        }

                        if (text.Length > 0)
                        {
                            TextInputEXT.OnTextInput(text[0]);
                        }
                    }

                    // Quit
                    else if (evt.type == SDL.SDL_EventType.SDL_QUIT)
                    {
                        INTERNAL_runApplication = false;
                        break;
                    }
                }
                // Text Input Controls Key Handling
                INTERNAL_TextInputUpdate();

                Keyboard.SetKeys(keys);
                Game.Tick();
            }

            // We out.
            Game.Exit();
        }