1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118
|
// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
using System;
using System.Linq;
namespace Microsoft.Xna.Framework.Input
{
public struct KeyboardState
{
private Keys[] _keys;
#region Methods
public KeyboardState (Keys[] keys)
{
_keys = keys;
// Never used on iPhone or Zune
}
public override bool Equals (Object obj)
{
return (this.GetHashCode () == obj.GetHashCode ());
}
public override int GetHashCode ()
{
// use the hash code of the _keys array
if (_keys != null)
return _keys.GetHashCode ();
else
return -1;
}
public Keys[] GetPressedKeys ()
{
if (_keys == null)
_keys = new Keys[] {};
return _keys;
}
public bool IsKeyDown (Keys key)
{
if (_keys != null) {
return _keys.Contains(key);
}
return false;
}
public bool IsKeyUp (Keys key)
{
if (_keys != null)
{
return !_keys.Contains(key);
}
return true;
}
#endregion
#region Properties
public KeyState this [Keys key] {
get {
return (IsKeyDown (key) ? KeyState.Down : KeyState.Up);
}
}
#endregion
#region Operator overloads
public static bool operator == (KeyboardState first, KeyboardState second)
{
return first.GetHashCode() == second.GetHashCode();
}
public static bool operator != (KeyboardState first, KeyboardState second)
{
return first.GetHashCode() != second.GetHashCode();
}
#endregion
}
}
|