KeyboardEventArgs.cs :  » Game » SDL » SdlDotNet » Input » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Input » KeyboardEventArgs.cs
#region LICENSE
/*
 * Copyright (C) 2004 - 2007 David Hudson (jendave@yahoo.com)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;
using System.Diagnostics.CodeAnalysis;

using SdlDotNet.Core;
using Tao.Sdl;

namespace SdlDotNet.Input{
    /// <summary>
    /// Event arguments for Keyboard Events.
    /// </summary>
    public class KeyboardEventArgs : SdlEventArgs
    {
        #region Constructors

        /// <summary>
        /// Keyboard event args
        /// </summary>
        /// <param name="down">
        /// True if the key is pressed, False if it was released
        /// </param>
        /// <param name="key">The Sdl virtual keycode</param>
        /// <param name="modifierKeys">Current modifier flags</param>
        public KeyboardEventArgs(
            Key key,
            ModifierKeys modifierKeys,
            bool down)
        {
            Sdl.SDL_Event evt = new Sdl.SDL_Event();
            evt.key.which = 0;
            evt.key.keysym.scancode = 0;
            evt.key.keysym.sym = (int)key;
            evt.key.keysym.mod = (int)modifierKeys;
            if (down)
            {
                evt.key.state = (byte)ButtonKeyState.Pressed;
                evt.type = (byte)EventTypes.KeyDown;
            }
            else
            {
                evt.key.state = (byte)ButtonKeyState.NotPressed;
                evt.type = (byte)EventTypes.KeyUp;
            }
            this.EventStruct = evt;
        }

        /// <summary>
        /// Keyboard event args. Does not check modifier keys.
        /// </summary>
        /// <param name="down">
        /// True if the key is pressed, False if it was released
        /// </param>
        /// <param name="key">The Sdl virtual keycode</param>
        public KeyboardEventArgs(Key key, bool down)
            : this(key, ModifierKeys.None, down)
        {
        }

        internal KeyboardEventArgs(Sdl.SDL_Event evt)
            : base(evt)
        {
        }

        #endregion

        #region Public Methods

        /// <summary>
        /// The device index of the keyboard
        /// </summary>
        public byte Device
        {
            get
            {
                return this.EventStruct.key.which;
            }
        }

        /// <summary>
        /// Is key pressed
        /// </summary>
        public bool Down
        {
            get
            {
                return (this.EventStruct.key.state == Sdl.SDL_PRESSED);
            }
        }

        /// <summary>
        /// The scancode of the key
        /// </summary>
        [SuppressMessage("Microsoft.Naming", "CA1704:IdentifiersShouldBeSpelledCorrectly", Justification = "Correct Spelling")]
        public byte Scancode
        {
            get
            {
                return this.EventStruct.key.keysym.scancode;
            }
        }

        /// <summary>
        /// Key
        /// </summary>
        public Key Key
        {
            get
            {
                return (Key)this.EventStruct.key.keysym.sym;
            }
        }

        /// <summary>
        /// Returns the actual keyboard character that was pressed.
        /// </summary>
        public string KeyboardCharacter
        {
            get
            {
                return Keyboard.KeyboardCharacter(this.Key);
            }
        }

        /// <summary>
        /// Unicode 
        /// </summary>
        public short Unicode
        {
            get
            {
                return this.EventStruct.key.keysym.unicode;
            }
        }

        /// <summary>
        /// Unicode Character
        /// </summary>
        public char UnicodeCharacter
        {
            get
            {
                return (char)this.EventStruct.key.keysym.unicode;
            }
        }

        /// <summary>
        /// Modifier Key
        /// </summary>
        public ModifierKeys Mod
        {
            get
            {
                return (ModifierKeys)this.EventStruct.key.keysym.mod;
            }
        }

        #endregion
    }
}
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