Files
RobustToolbox/Robust.Client/Input/IInputManager.cs

149 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Client.UserInterface;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
namespace Robust.Client.Input
{
/// <summary>
/// Manages key bindings, input commands and other misc. input systems.
/// </summary>
[NotContentImplementable]
public interface IInputManager
{
bool Enabled { get; set; }
/// <summary>
/// Relay a key event that hit a viewport further down the input stack.
/// </summary>
/// <remarks>
/// This is ONLY intended to be used in key handler from viewport controls.
/// </remarks>
/// <param name="control">The viewport control that relayed the input.</param>
/// <param name="eventArgs">The key event args triggering the input.</param>
void ViewportKeyEvent(Control? control, BoundKeyEventArgs eventArgs);
/// <summary>
/// The position and window of the mouse.
/// </summary>
ScreenCoordinates MouseScreenPosition { get; }
BoundKeyMap NetworkBindMap { get; }
IInputContextContainer Contexts { get; }
void Initialize();
void SaveToUserData();
void KeyDown(KeyEventArgs e);
void KeyUp(KeyEventArgs e);
IKeyBinding RegisterBinding(in KeyBindingRegistration reg, bool markModified=true, bool invalid=false);
void RemoveBinding(IKeyBinding binding, bool markModified=true);
/// <summary>
/// Gets a key binding according to the function it is bound to.
/// </summary>
/// <remarks>
/// Which keybind is returned if there are multiple for a key function is unspecified.
/// </remarks>
/// <param name="function">The function the key binding is bound to.</param>
/// <returns>The key binding.</returns>
/// <exception cref="KeyNotFoundException">
/// Thrown if no there is no keybind for the specified function.
/// </exception>
IKeyBinding GetKeyBinding(BoundKeyFunction function);
/// <remarks>
/// Which keybind is returned if there are multiple for a key function is unspecified.
/// </remarks>
bool TryGetKeyBinding(BoundKeyFunction function, [NotNullWhen(true)] out IKeyBinding? binding);
/// <summary>
/// Returns the input command bound to a key function.
/// </summary>
/// <param name="function">The key function to find the bound input command for.</param>
/// <returns>An input command, if any. Null if no command is set.</returns>
InputCmdHandler? GetInputCommand(BoundKeyFunction function);
void SetInputCommand(BoundKeyFunction function, InputCmdHandler? cmdHandler);
/// <summary>
/// UIKeyBindStateChanged is called when a keybind is found.
/// </summary>
event Func<BoundKeyEventArgs, bool> UIKeyBindStateChanged;
/// <summary>
/// Called to check if the UI is considered "focused".
/// </summary>
/// <remarks>
/// This is effectively similar to the return value of <see cref="UIKeyBindStateChanged"/>,
/// but may be called at different times.
/// </remarks>
event Func<bool> CheckUIIsFocused;
/// <summary>
/// If UIKeyBindStateChanged did not handle the BoundKeyEvent, KeyBindStateChanged is called.
/// </summary>
event Action<ViewportBoundKeyEventArgs>? KeyBindStateChanged;
IEnumerable<BoundKeyFunction> DownKeyFunctions { get; }
/// <summary>
/// Gets the name of the key on the keyboard, based on the current input method and language.
/// </summary>
string GetKeyName(Keyboard.Key key);
/// <summary>
/// Gets a user-presentable, localized & keyboard-adjusted string for which combination
/// of buttons is bound to the specified key function.
/// </summary>
string GetKeyFunctionButtonString(BoundKeyFunction function);
/// <summary>
/// Gets all the key bindings currently registered into the manager.
/// </summary>
IEnumerable<IKeyBinding> AllBindings { get; }
/// <summary>
/// An event that gets fired before everything else when a key event comes in.
/// For key down events, the event can be handled to block it.
/// </summary>
/// <remarks>
/// Do not use this for regular input handling.
/// This is a low-level API intended solely for stuff like the key rebinding menu.
/// </remarks>
event KeyEventAction FirstChanceOnKeyEvent;
event Action<IKeyBinding> OnKeyBindingAdded;
event Action<IKeyBinding> OnKeyBindingRemoved;
event Action OnInputModeChanged;
/// <summary>
/// Gets all the keybinds bound to a specific function.
/// </summary>
IReadOnlyList<IKeyBinding> GetKeyBindings(BoundKeyFunction function);
/// <summary>
/// Resets the bindings for a specific BoundKeyFunction to the defaults from the resource files.
/// </summary>
/// <param name="function">The key function to reset the bindings for.</param>
void ResetBindingsFor(BoundKeyFunction function);
/// <summary>
/// Resets ALL the keybinds to the defaults from the resource files.
/// </summary>
void ResetAllBindings();
bool IsKeyFunctionModified(BoundKeyFunction function);
bool IsKeyDown(Keyboard.Key key);
void InputModeChanged();
}
}