private RawButtonInputReport ExtractRawButtonInputReport(NotifyInputEventArgs e, RoutedEvent Event) { RawButtonInputReport buttonInputReport = (RawButtonInputReport)null; InputReportEventArgs input; if ((input = e.StagingItem.Input as InputReportEventArgs) != null && input.Report is RawButtonInputReport && input.RoutedEvent == Event) { buttonInputReport = (RawButtonInputReport)input.Report; } return(buttonInputReport); }
private RawButtonActions GetNonRedundantActions(NotifyInputEventArgs e) { RawButtonActions actions; // The CLR throws a null-ref exception if it tries to unbox a // null. So we have to special case that. var o = e.StagingItem.GetData(this._tagNonRedundantActions); if (o != null) { actions = (RawButtonActions)o; } else { actions = new RawButtonActions(); } return(actions); }
private void PreNotifyInput(object sender, NotifyInputEventArgs e) { var buttonInput = ExtractRawButtonInputReport(e, InputManager.PreviewInputReportEvent); if (buttonInput != null) { CheckForDisconnectedFocus(); /* * * REFACTOR -- * * the keyboard device is only active per app domain basis -- so like if your app domain doesn't have * focus your keyboard device is not going to give you the real state of the keyboard. * * When it gets focus, it needs to know about this somehow. We could use this keyboard action * type stuff to do so. Though this design really seem to be influenced a lot from living in * the windows world. * * Essentially the input stack is being used like a message pump to say, hey dude you can * use the keyboard now -- it's not real input, it's more or less a message. * * It could be interesting for elements to know about this -- since I think * they will probalby still have focus (or do they get a Got and Lost Focus when the keyboard activates -- I don't think so, * we need to know what we were focused on when the window gets focus again. * * So maybe elements want to stop some animation or something when input focus moves away from the activesource, and * start them again later. Could be interesting. */ if ((buttonInput.Actions & RawButtonActions.Activate) == RawButtonActions.Activate) { //System.Console.WriteLine("Initializing the button state."); #if TRACK_BUTTON_STATE // Clear out our key state storage. for (var i = 0; i < this._buttonState.Length; i++) { this._buttonState[i] = 0; } #endif // we are now active. // we should track which source is active so we don't confuse deactivations. this._isActive = true; } // Generally, we need to check against redundant actions. // We never prevet the raw event from going through, but we // will only generate the high-level events for non-redundant // actions. We store the set of non-redundant actions in // the dictionary of this event. // If the input is reporting a button down, the action is never // considered redundant. if ((buttonInput.Actions & RawButtonActions.ButtonDown) == RawButtonActions.ButtonDown) { var actions = GetNonRedundantActions(e); actions |= RawButtonActions.ButtonDown; e.StagingItem.SetData(this._tagNonRedundantActions, actions); // Pass along the button that was pressed, and update our state. e.StagingItem.SetData(this._tagButton, buttonInput.Button); #if TRACK_BUTTON_STATE var buttonState = GetButtonState(buttonInput.Button); if ((buttonState & ButtonState.Down) == ButtonState.Down) { buttonState = ButtonState.Down | ButtonState.Held; } else { buttonState |= ButtonState.Down; } SetButtonState(buttonInput.Button, buttonState); #endif // Tell the InputManager that the MostRecentDevice is us. if (this._inputManager != null && this._inputManager.MostRecentInputDevice != this) { this._inputManager.MostRecentInputDevice = (InputDevice)this; } } // need to detect redundant ups. if ((buttonInput.Actions & RawButtonActions.ButtonUp) == RawButtonActions.ButtonUp) { var actions = GetNonRedundantActions(e); actions |= RawButtonActions.ButtonUp; e.StagingItem.SetData(this._tagNonRedundantActions, actions); // Pass along the button that was pressed, and update our state. e.StagingItem.SetData(this._tagButton, buttonInput.Button); #if TRACK_BUTTON_STATE var buttonState = GetButtonState(buttonInput.Button); if ((buttonState & ButtonState.Down) == ButtonState.Down) { buttonState &= (~ButtonState.Down) & (ButtonState.Down | ButtonState.Held); } else { buttonState |= ButtonState.Held; } SetButtonState(buttonInput.Button, buttonState); #endif // Tell the InputManager that the MostRecentDevice is us. if (this._inputManager != null && this._inputManager.MostRecentInputDevice != this) { this._inputManager.MostRecentInputDevice = (InputDevice)this; } } } // On ButtonDown, we might need to set the Repeat flag if (e.StagingItem.Input.RoutedEvent == Buttons.PreviewButtonDownEvent) { CheckForDisconnectedFocus(); var args = (ButtonEventArgs)e.StagingItem.Input; // Is this the same as the previous button? if (this._previousButton == args.Button) { // Yes, this is a repeat (we got the buttondown for it twice, with no ButtonUp in between) // what about chording? args._isRepeat = true; } // Otherwise, keep this button to check against next time. else { this._previousButton = args.Button; args._isRepeat = false; } } // On ButtonUp, we clear Repeat flag else if (e.StagingItem.Input.RoutedEvent == Buttons.PreviewButtonUpEvent) { CheckForDisconnectedFocus(); var args = (ButtonEventArgs)e.StagingItem.Input; args._isRepeat = false; // Clear _previousButton, so that down/up/down/up doesn't look like a repeat this._previousButton = HardwareButton.None; } }
private RawButtonActions GetNonRedundantActions(NotifyInputEventArgs e) { object data = e.StagingItem.GetData(this._tagNonRedundantActions); return(data == null ? (RawButtonActions)0 : (RawButtonActions)data); }
private void PreNotifyInput(object sender, NotifyInputEventArgs e) { RawButtonInputReport buttonInputReport = this.ExtractRawButtonInputReport(e, InputManager.PreviewInputReportEvent); if (buttonInputReport != null) { this.CheckForDisconnectedFocus(); if ((buttonInputReport.Actions & RawButtonActions.Activate) == RawButtonActions.Activate) { for (int index = 0; index < this._buttonState.Length; ++index) { this._buttonState[index] = (byte)0; } this._isActive = true; } if ((buttonInputReport.Actions & RawButtonActions.ButtonDown) == RawButtonActions.ButtonDown) { RawButtonActions rawButtonActions = this.GetNonRedundantActions(e) | RawButtonActions.ButtonDown; e.StagingItem.SetData(this._tagNonRedundantActions, (object)rawButtonActions); e.StagingItem.SetData(this._tagButton, (object)buttonInputReport.Button); ButtonState buttonState = this.GetButtonState(buttonInputReport.Button); ButtonState state = (buttonState & ButtonState.Down) != ButtonState.Down ? buttonState | ButtonState.Down : ButtonState.Down | ButtonState.Held; this.SetButtonState(buttonInputReport.Button, state); if (this._inputManager != null && this._inputManager.MostRecentInputDevice != this) { this._inputManager.MostRecentInputDevice = (InputDevice)this; } } if ((buttonInputReport.Actions & RawButtonActions.ButtonUp) == RawButtonActions.ButtonUp) { RawButtonActions rawButtonActions = this.GetNonRedundantActions(e) | RawButtonActions.ButtonUp; e.StagingItem.SetData(this._tagNonRedundantActions, (object)rawButtonActions); e.StagingItem.SetData(this._tagButton, (object)buttonInputReport.Button); ButtonState buttonState = this.GetButtonState(buttonInputReport.Button); ButtonState state = (buttonState & ButtonState.Down) != ButtonState.Down ? buttonState | ButtonState.Held : buttonState & ButtonState.Held; this.SetButtonState(buttonInputReport.Button, state); if (this._inputManager != null && this._inputManager.MostRecentInputDevice != this) { this._inputManager.MostRecentInputDevice = (InputDevice)this; } } } if (e.StagingItem.Input.RoutedEvent == Buttons.PreviewButtonDownEvent) { this.CheckForDisconnectedFocus(); ButtonEventArgs input = (ButtonEventArgs)e.StagingItem.Input; if (this._previousButton == input.Button) { input._isRepeat = true; } else { this._previousButton = input.Button; input._isRepeat = false; } } else { if (e.StagingItem.Input.RoutedEvent != Buttons.PreviewButtonUpEvent) { return; } this.CheckForDisconnectedFocus(); ((ButtonEventArgs)e.StagingItem.Input)._isRepeat = false; this._previousButton = HardwareButton.None; } }