示例#1
0
 /// <summary>
 /// Get instance
 /// </summary>
 /// <returns>Instance</returns>
 public static State Instance()
 {
     if (_instance == null)
     {
         _instance = new StateLsOrRsWithChar();
     }
     return(_instance);
 }
示例#2
0
            /// <summary>
            /// Key input hander for this state
            /// </summary>
            /// <param name="keyCode">Key code</param>
            /// <param name="press">Key is pressed or not</param>
            /// <param name="result">Output of this state</param>
            /// <param name="currentTime">Current time</param>
            /// <returns>Next state</returns>
            public override State Handle(int keyCode, bool press, List <int> result, long currentTime)
            {
                if (press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    if (keyCode == _lsOrRs)
                    {
                        // The same Oyayubi Key pressed. Can ignore
                        return(StateLsOrRs.Instance());
                    }

                    // Opposite Oyayubi Key pressed
                    // No rule -> Update Oyayubi Key

                    int oldOfs = keyCode;
                    keyCode = _lsOrRs;

                    _lsOrRs        = (oldOfs == _lsKeyCode) ? _lsKeyCode : _rsKeyCode;
                    _timeLsOrRsKey = currentTime;
                    return(StateLsOrRs.Instance());
                }
                else if (!press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    // Oyayubi Key released

                    // Back to initial state
                    keyCode = _lsOrRs;
                    return(StateNone.Instance());
                }
                else if (press)
                {
                    // Char key pressed

                    _timeCharKey = currentTime;
                    _keyCode     = keyCode;

                    if (_timeCharKey - _timeLsOrRsKey > _threshold)
                    {
                        // Rule 1-1'. Oyayubi ON -> Timeout

                        keyCode = _lsOrRs;

                        // Go to Char Key state
                        return(StateChar.Instance());
                    }

                    // Rule 2-1. Oyayubi ON + Char ON -> Char with Oyayubi
                    return(StateLsOrRsWithChar.Instance());
                }
                else if (!press)
                {
                    // Char Key released. Can ignore
                    return(StateLsOrRs.Instance());
                }

                // Unknown
                return(null);
            }
示例#3
0
            /// <summary>
            /// Key input hander for this state
            /// </summary>
            /// <param name="keyCode">Key code</param>
            /// <param name="press">Key is pressed or not</param>
            /// <param name="result">Output of this state</param>
            /// <param name="currentTime">Current time</param>
            /// <returns>Next state</returns>
            public override State Handle(int keyCode, bool press, List <int> result, long currentTime)
            {
                if (press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    if (keyCode == _lsOrRs)
                    {
                        // The same Oyayubi Key pressed. Can ignore
                        return(StateLsOrRsWithChar.Instance());
                    }

                    // Opposite Oyayubi Key pressed
                    // (Char Key with Oyayubi Key1) + (Oyayubi Key2)

                    // Either of:
                    // Rule 2-1. Oyayubi ON + Charl ON -> Char with Oyayubi
                    // Rule 2-2. Char ON + Oyayubi ON -> Char with Oyayubi

                    // Set Oyayubi Key flag to Char Key
                    int oldOfs = keyCode;
                    keyCode  = _keyCode;
                    keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                    result.Add(keyCode);

                    // Go to Oyayubi Key2 state
                    _lsOrRs        = (oldOfs == _lsKeyCode) ? _lsKeyCode : _rsKeyCode;
                    _timeLsOrRsKey = currentTime;
                    return(StateLsOrRs.Instance());
                }
                else if (!press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    // Oyayubi Key released

                    // Either of:
                    // Rule 2-1. Oyayubi ON + Charl ON -> Char with Oyayubi
                    // Rule 2-2. Char ON + Oyayubi ON -> Char with Oyayubi

                    // Set Oyayubi Key flag to Char Key
                    keyCode  = _keyCode;
                    keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                    result.Add(keyCode);

                    // Back to initial state
                    return(StateNone.Instance());
                }
                else if (press)
                {
                    // Char Key pressed

                    if (_timeLsOrRsKey < _timeCharKey)
                    {
                        // (Oyayubi Key with Char Key1) + (Char Key2)

                        // Rule 2-1. Oyayubi ON + Charl ON -> Char with Oyayubi
                        // Set Oyayubi Key flag to Char Key1
                        int tmp = keyCode;
                        keyCode  = _keyCode;
                        keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                        result.Add(keyCode);

                        _timeCharKey = currentTime;
                        _keyCode     = tmp;

                        // Go to Char Key2 state
                        return(StateChar.Instance());
                    }
                    else
                    {
                        long time = currentTime;
                        if (time - _timeLsOrRsKey > _threshold)
                        {
                            // Rule 1-1'. Oyayubi ON -> Timeout (with Char Key2)

                            // Set Oyayubi Key flag to Char Key1
                            int tmp = keyCode;
                            keyCode  = _keyCode;
                            keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                            result.Add(keyCode);

                            _timeCharKey = currentTime;
                            _keyCode     = tmp;

                            // Go to Char Key2 state
                            return(StateChar.Instance());
                        }

                        // Rule 3-1. Char1 ON + Oyayubi ON + Char2 ON
                        // We have to determine which Char Key the Oyayubi Key is attached to.

                        if (_timeLsOrRsKey - _timeCharKey <= time - _timeLsOrRsKey)
                        {
                            // Rule 3-1a. If (t(Oyayubi) - T(Char1)) <= (t(Char2) - T(Oyayubi)), Char1 with Oyayubi

                            // Set Oyayubi Key flag to Char Key1
                            int tmp = keyCode;
                            keyCode  = _keyCode;
                            keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                            result.Add(keyCode);

                            _timeCharKey = currentTime;
                            _keyCode     = tmp;

                            // Go to Char Key2 state
                            return(StateChar.Instance());
                        }
                        else
                        {
                            // Rule 3-1b. If (t(Oyayubi) - T(Char1)) > (t(Char2) - T(Oyayubi)), Char2 with Oyayubi

                            // Do not set Oyayubi Key flag to Char Key1
                            int tmp = keyCode;
                            keyCode = _keyCode;
                            result.Add(keyCode);

                            // Go to Char Key2 with Oyayubi Key state
                            _timeCharKey = time;
                            _keyCode     = tmp;
                            return(StateLsOrRsWithChar.Instance());
                        }
                    }
                }
                else if (!press)
                {
                    // Char Key released

                    if (keyCode != _keyCode)
                    {
                        // Unrelated Char released. Can ignore
                        return(StateLsOrRsWithChar.Instance());
                    }

                    // Either of:
                    // Rule 2-1. Oyayubi ON + Charl ON -> Char with Oyayubi
                    // Rule 2-2. Char ON + Oyayubi ON -> Char with Oyayubi

                    // Set Oyayubi Key flag to Char Key
                    keyCode  = _keyCode;
                    keyCode |= (int)(_lsOrRs == _lsKeyCode ? WTKeyCode.Custom1 : WTKeyCode.Custom2);
                    result.Add(keyCode);

                    // Back to initial state
                    return(StateNone.Instance());
                }

                // Unknown
                return(null);
            }
示例#4
0
            /// <summary>
            /// Key input hander for this state
            /// </summary>
            /// <param name="keyCode">Key code</param>
            /// <param name="press">Key is pressed or not</param>
            /// <param name="result">Output of this state</param>
            /// <param name="currentTime">Current time</param>
            /// <returns>Next state</returns>
            public override State Handle(int keyCode, bool press, List <int> result, long currentTime)
            {
                if (press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    // Oyayubi Key pressed.
                    _timeLsOrRsKey = currentTime;
                    if (_timeLsOrRsKey - _timeCharKey > _threshold)
                    {
                        // Rule 1-1. Char ON -> Timeout

                        // Process Char Key
                        int oldOfs = keyCode;
                        keyCode = _keyCode;
                        result.Add(keyCode);

                        // Go to Oyayubi Key state
                        _lsOrRs        = (oldOfs == _lsKeyCode) ? _lsKeyCode : _rsKeyCode;
                        _timeLsOrRsKey = currentTime;
                        return(StateLsOrRs.Instance());
                    }

                    // Rule 2-2. Char ON + Oyayubi ON -> Char with Oyayubi
                    _lsOrRs = (keyCode == _lsKeyCode) ? _lsKeyCode : _rsKeyCode;
                    return(StateLsOrRsWithChar.Instance());
                }
                else if (!press && (keyCode == _rsKeyCode || keyCode == _lsKeyCode))
                {
                    // Oyayubi Key released. Can ignore
                    return(StateChar.Instance());
                }
                else if (press)
                {
                    if (keyCode == _keyCode)
                    {
                        // The same Char Key pressed. Can ignore
                        return(StateChar.Instance());
                    }

                    // Rule 1-3. Char1 ON -> Char2 ON -> Char1

                    // Process Char Key1
                    int tmp = keyCode;
                    keyCode = _keyCode;
                    result.Add(keyCode);

                    // Char Key2 pressed. Go to Char state.
                    _timeCharKey = currentTime;
                    _keyCode     = tmp;
                    return(StateChar.Instance());
                }
                else if (!press)
                {
                    if (keyCode != _keyCode)
                    {
                        // Unrelated Char released. Can ignore
                        return(StateChar.Instance());
                    }

                    // Rule 1-2. Char ON -> Char OFF -> Char

                    // Process Char Key
                    keyCode = _keyCode;
                    result.Add(keyCode);

                    // Back to initial state
                    return(StateNone.Instance());
                }

                // Unknown
                return(null);
            }