Files
RobustToolbox/Robust.Client/Input/Events.cs
T
Pieter-Jan BriersandGitHub 52e5afd277 Switch to GLFW for windowing (#914)
* Use GLFW instead of OpenTK windows

* Seems to work pretty well now.

* Fix stackalloc issue on Framework.

* Add GLFW project to sln.

* Fix package downgrade.

* Fix SLN more.

* Please work.

* Fix C# version error.
2019-12-15 15:53:30 +01:00

145 lines
3.7 KiB
C#

using System;
using Robust.Client.Interfaces;
using Robust.Client.Utility;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.Input
{
public abstract class InputEventArgs : EventArgs
{
public bool Handled { get; private set; }
/// <summary>
/// Mark this event as handled.
/// </summary>
public void Handle()
{
Handled = true;
}
}
/// <summary>
/// Generic input event that has modifier keys like control.
/// </summary>
public abstract class ModifierInputEventArgs : InputEventArgs
{
/// <summary>
/// Whether the alt key (⌥ Option on MacOS) is held.
/// </summary>
public bool Alt { get; }
/// <summary>
/// Whether the control key is held.
/// </summary>
public bool Control { get; }
/// <summary>
/// Whether the shift key is held.
/// </summary>
public bool Shift { get; }
/// <summary>
/// Whether the system key (Windows key, ⌘ Command on MacOS) is held.
/// </summary>
public bool System { get; }
protected ModifierInputEventArgs(bool alt, bool control, bool shift, bool system)
{
Alt = alt;
Control = control;
Shift = shift;
System = system;
}
}
public class TextEventArgs : EventArgs
{
public TextEventArgs(uint codePoint)
{
CodePoint = codePoint;
}
public uint CodePoint { get; }
}
public class KeyEventArgs : ModifierInputEventArgs
{
/// <summary>
/// The key that got pressed or released.
/// </summary>
public Keyboard.Key Key { get; }
/// <summary>
/// If true, this key is being held down and another key event is being fired by the OS.
/// </summary>
public bool IsRepeat { get; }
public KeyEventArgs(Keyboard.Key key, bool repeat, bool alt, bool control, bool shift, bool system)
: base(alt, control, shift, system)
{
Key = key;
IsRepeat = repeat;
}
}
public abstract class MouseEventArgs : InputEventArgs
{
/// <summary>
/// Position of the mouse relative to the screen.
/// </summary>
public Vector2 Position { get; }
protected MouseEventArgs(Vector2 position)
{
Position = position;
}
}
public class MouseButtonEventArgs : MouseEventArgs
{
/// <summary>
/// The mouse button that has been pressed or released.
/// </summary>
public Mouse.Button Button { get; }
// ALL the parameters!
public MouseButtonEventArgs(Mouse.Button button, Vector2 position)
: base(position)
{
Button = button;
}
}
public class MouseWheelEventArgs : MouseEventArgs
{
/// <summary>
/// The direction the mouse wheel was moved in.
/// </summary>
public Vector2 Delta { get; }
// ALL the parameters!
public MouseWheelEventArgs(Vector2 delta, Vector2 position)
: base(position)
{
Delta = delta;
}
}
public class MouseMoveEventArgs : MouseEventArgs
{
/// <summary>
/// The new position relative to the previous position.
/// </summary>
public Vector2 Relative { get; }
// ALL the parameters!
public MouseMoveEventArgs(Vector2 relative, Vector2 position)
: base(position)
{
Relative = relative;
}
}
}