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; } }
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); } }
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(); }
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(); }