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GiantsTools/Sdk/External/DirectXTK/Src/Keyboard.cpp
2021-01-23 15:40:09 -08:00

643 lines
15 KiB
C++

//--------------------------------------------------------------------------------------
// File: Keyboard.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "Keyboard.h"
#include "PlatformHelpers.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
static_assert(sizeof(Keyboard::State) == (256 / 8), "Size mismatch for State");
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-function"
#endif
namespace
{
inline void KeyDown(int key, Keyboard::State& state) noexcept
{
if (key < 0 || key > 0xfe)
return;
auto ptr = reinterpret_cast<uint32_t*>(&state);
unsigned int bf = 1u << (key & 0x1f);
ptr[(key >> 5)] |= bf;
}
inline void KeyUp(int key, Keyboard::State& state) noexcept
{
if (key < 0 || key > 0xfe)
return;
auto ptr = reinterpret_cast<uint32_t*>(&state);
unsigned int bf = 1u << (key & 0x1f);
ptr[(key >> 5)] &= ~bf;
}
}
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
#include <GameInput.h>
//======================================================================================
// GameInput
//======================================================================================
class Keyboard::Impl
{
public:
Impl(Keyboard* owner) :
mOwner(owner),
mConnected(0),
mDeviceToken(0),
mKeyState{}
{
if (s_keyboard)
{
throw std::exception("Keyboard is a singleton");
}
s_keyboard = this;
ThrowIfFailed(GameInputCreate(mGameInput.GetAddressOf()));
ThrowIfFailed(mGameInput->RegisterDeviceCallback(
nullptr,
GameInputKindKeyboard,
GameInputDeviceConnected,
GameInputBlockingEnumeration,
this,
OnGameInputDevice,
&mDeviceToken));
}
Impl(Impl&&) = default;
Impl& operator= (Impl&&) = default;
Impl(Impl const&) = delete;
Impl& operator= (Impl const&) = delete;
~Impl()
{
if (mDeviceToken)
{
if (mGameInput)
{
HRESULT hr = mGameInput->UnregisterCallback(mDeviceToken, UINT64_MAX);
if (FAILED(hr))
{
DebugTrace("ERROR: GameInput::UnregisterCallback [keyboard] failed (%08X)", static_cast<unsigned int>(hr));
}
}
mDeviceToken = 0;
}
s_keyboard = nullptr;
}
void GetState(State& state) const
{
state = {};
ComPtr<IGameInputReading> reading;
if (SUCCEEDED(mGameInput->GetCurrentReading(GameInputKindKeyboard, nullptr, reading.GetAddressOf())))
{
uint32_t readCount = reading->GetKeyState(c_MaxSimultaneousKeys, mKeyState);
for (size_t j = 0; j < readCount; ++j)
{
int vk = static_cast<int>(mKeyState[j].virtualKey);
KeyDown(vk, state);
}
}
}
void Reset() noexcept
{
}
bool IsConnected() const
{
return mConnected > 0;
}
Keyboard* mOwner;
uint32_t mConnected;
static Keyboard::Impl* s_keyboard;
private:
static constexpr size_t c_MaxSimultaneousKeys = 16;
ComPtr<IGameInput> mGameInput;
GameInputCallbackToken mDeviceToken;
mutable GameInputKeyState mKeyState[c_MaxSimultaneousKeys];
static void CALLBACK OnGameInputDevice(
_In_ GameInputCallbackToken,
_In_ void * context,
_In_ IGameInputDevice *,
_In_ uint64_t,
_In_ GameInputDeviceStatus currentStatus,
_In_ GameInputDeviceStatus) noexcept
{
auto impl = reinterpret_cast<Keyboard::Impl*>(context);
if (currentStatus & GameInputDeviceConnected)
{
++impl->mConnected;
}
else if (impl->mConnected > 0)
{
--impl->mConnected;
}
}
};
Keyboard::Impl* Keyboard::Impl::s_keyboard = nullptr;
#elif !defined(WINAPI_FAMILY) || (WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP)
//======================================================================================
// Win32 desktop implementation
//======================================================================================
//
// For a Win32 desktop application, call this function from your Window Message Procedure
//
// LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
// {
// switch (message)
// {
//
// case WM_ACTIVATEAPP:
// Keyboard::ProcessMessage(message, wParam, lParam);
// break;
//
// case WM_KEYDOWN:
// case WM_SYSKEYDOWN:
// case WM_KEYUP:
// case WM_SYSKEYUP:
// Keyboard::ProcessMessage(message, wParam, lParam);
// break;
//
// }
// }
//
class Keyboard::Impl
{
public:
Impl(Keyboard* owner) :
mState{},
mOwner(owner)
{
if (s_keyboard)
{
throw std::exception("Keyboard is a singleton");
}
s_keyboard = this;
}
Impl(Impl&&) = default;
Impl& operator= (Impl&&) = default;
Impl(Impl const&) = delete;
Impl& operator= (Impl const&) = delete;
~Impl()
{
s_keyboard = nullptr;
}
void GetState(State& state) const
{
memcpy(&state, &mState, sizeof(State));
}
void Reset() noexcept
{
memset(&mState, 0, sizeof(State));
}
bool IsConnected() const
{
return true;
}
State mState;
Keyboard* mOwner;
static Keyboard::Impl* s_keyboard;
};
Keyboard::Impl* Keyboard::Impl::s_keyboard = nullptr;
void Keyboard::ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam)
{
auto pImpl = Impl::s_keyboard;
if (!pImpl)
return;
bool down = false;
switch (message)
{
case WM_ACTIVATEAPP:
pImpl->Reset();
return;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
down = true;
break;
case WM_KEYUP:
case WM_SYSKEYUP:
break;
default:
return;
}
int vk = static_cast<int>(wParam);
switch (vk)
{
case VK_SHIFT:
vk = static_cast<int>(
MapVirtualKey((static_cast<UINT>(lParam) & 0x00ff0000) >> 16u,
MAPVK_VSC_TO_VK_EX));
if (!down)
{
// Workaround to ensure left vs. right shift get cleared when both were pressed at same time
KeyUp(VK_LSHIFT, pImpl->mState);
KeyUp(VK_RSHIFT, pImpl->mState);
}
break;
case VK_CONTROL:
vk = (static_cast<UINT>(lParam) & 0x01000000) ? VK_RCONTROL : VK_LCONTROL;
break;
case VK_MENU:
vk = (static_cast<UINT>(lParam) & 0x01000000) ? VK_RMENU : VK_LMENU;
break;
}
if (down)
{
KeyDown(vk, pImpl->mState);
}
else
{
KeyUp(vk, pImpl->mState);
}
}
#else
//======================================================================================
// Windows Store or Universal Windows Platform (UWP) app implementation
//======================================================================================
//
// For a Windows Store app or Universal Windows Platform (UWP) app, add the following:
//
// void App::SetWindow(CoreWindow^ window )
// {
// m_keyboard->SetWindow(window);
// }
//
#include <Windows.Devices.Input.h>
class Keyboard::Impl
{
public:
Impl(Keyboard* owner) :
mState{},
mOwner(owner),
mAcceleratorKeyToken{},
mActivatedToken{}
{
if (s_keyboard)
{
throw std::exception("Keyboard is a singleton");
}
s_keyboard = this;
}
~Impl()
{
s_keyboard = nullptr;
RemoveHandlers();
}
void GetState(State& state) const
{
memcpy(&state, &mState, sizeof(State));
}
void Reset() noexcept
{
memset(&mState, 0, sizeof(State));
}
bool IsConnected() const
{
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
using namespace ABI::Windows::Devices::Input;
using namespace ABI::Windows::Foundation;
ComPtr<IKeyboardCapabilities> caps;
HRESULT hr = RoActivateInstance(HStringReference(RuntimeClass_Windows_Devices_Input_KeyboardCapabilities).Get(), &caps);
ThrowIfFailed(hr);
INT32 value;
if (SUCCEEDED(caps->get_KeyboardPresent(&value)))
{
return value != 0;
}
return false;
}
void SetWindow(ABI::Windows::UI::Core::ICoreWindow* window)
{
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
using namespace ABI::Windows::UI::Core;
if (mWindow.Get() == window)
return;
RemoveHandlers();
mWindow = window;
if (!window)
return;
typedef __FITypedEventHandler_2_Windows__CUI__CCore__CCoreWindow_Windows__CUI__CCore__CWindowActivatedEventArgs ActivatedHandler;
HRESULT hr = window->add_Activated(Callback<ActivatedHandler>(Activated).Get(), &mActivatedToken);
ThrowIfFailed(hr);
ComPtr<ICoreDispatcher> dispatcher;
hr = window->get_Dispatcher(dispatcher.GetAddressOf());
ThrowIfFailed(hr);
ComPtr<ICoreAcceleratorKeys> keys;
hr = dispatcher.As(&keys);
ThrowIfFailed(hr);
typedef __FITypedEventHandler_2_Windows__CUI__CCore__CCoreDispatcher_Windows__CUI__CCore__CAcceleratorKeyEventArgs AcceleratorKeyHandler;
hr = keys->add_AcceleratorKeyActivated(Callback<AcceleratorKeyHandler>(AcceleratorKeyEvent).Get(), &mAcceleratorKeyToken);
ThrowIfFailed(hr);
}
State mState;
Keyboard* mOwner;
static Keyboard::Impl* s_keyboard;
private:
ComPtr<ABI::Windows::UI::Core::ICoreWindow> mWindow;
EventRegistrationToken mAcceleratorKeyToken;
EventRegistrationToken mActivatedToken;
void RemoveHandlers()
{
if (mWindow)
{
using namespace ABI::Windows::UI::Core;
ComPtr<ICoreDispatcher> dispatcher;
HRESULT hr = mWindow->get_Dispatcher(dispatcher.GetAddressOf());
ThrowIfFailed(hr);
(void)mWindow->remove_Activated(mActivatedToken);
mActivatedToken.value = 0;
ComPtr<ICoreAcceleratorKeys> keys;
hr = dispatcher.As(&keys);
ThrowIfFailed(hr);
(void)keys->remove_AcceleratorKeyActivated(mAcceleratorKeyToken);
mAcceleratorKeyToken.value = 0;
}
}
static HRESULT Activated(IInspectable *, ABI::Windows::UI::Core::IWindowActivatedEventArgs*)
{
auto pImpl = Impl::s_keyboard;
if (!pImpl)
return S_OK;
pImpl->Reset();
return S_OK;
}
static HRESULT AcceleratorKeyEvent(IInspectable *, ABI::Windows::UI::Core::IAcceleratorKeyEventArgs* args)
{
using namespace ABI::Windows::System;
using namespace ABI::Windows::UI::Core;
auto pImpl = Impl::s_keyboard;
if (!pImpl)
return S_OK;
CoreAcceleratorKeyEventType evtType;
HRESULT hr = args->get_EventType(&evtType);
ThrowIfFailed(hr);
bool down = false;
switch (evtType)
{
case CoreAcceleratorKeyEventType_KeyDown:
case CoreAcceleratorKeyEventType_SystemKeyDown:
down = true;
break;
case CoreAcceleratorKeyEventType_KeyUp:
case CoreAcceleratorKeyEventType_SystemKeyUp:
break;
default:
return S_OK;
}
CorePhysicalKeyStatus status;
hr = args->get_KeyStatus(&status);
ThrowIfFailed(hr);
VirtualKey virtualKey;
hr = args->get_VirtualKey(&virtualKey);
ThrowIfFailed(hr);
int vk = static_cast<int>(virtualKey);
switch (vk)
{
case VK_SHIFT:
vk = (status.ScanCode == 0x36) ? VK_RSHIFT : VK_LSHIFT;
if (!down)
{
// Workaround to ensure left vs. right shift get cleared when both were pressed at same time
KeyUp(VK_LSHIFT, pImpl->mState);
KeyUp(VK_RSHIFT, pImpl->mState);
}
break;
case VK_CONTROL:
vk = (status.IsExtendedKey) ? VK_RCONTROL : VK_LCONTROL;
break;
case VK_MENU:
vk = (status.IsExtendedKey) ? VK_RMENU : VK_LMENU;
break;
}
if (down)
{
KeyDown(vk, pImpl->mState);
}
else
{
KeyUp(vk, pImpl->mState);
}
return S_OK;
}
};
Keyboard::Impl* Keyboard::Impl::s_keyboard = nullptr;
void Keyboard::SetWindow(ABI::Windows::UI::Core::ICoreWindow* window)
{
pImpl->SetWindow(window);
}
#endif
#pragma warning( disable : 4355 )
// Public constructor.
Keyboard::Keyboard() noexcept(false)
: pImpl(std::make_unique<Impl>(this))
{
}
// Move constructor.
Keyboard::Keyboard(Keyboard&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
pImpl->mOwner = this;
}
// Move assignment.
Keyboard& Keyboard::operator= (Keyboard&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
pImpl->mOwner = this;
return *this;
}
// Public destructor.
Keyboard::~Keyboard()
{
}
Keyboard::State Keyboard::GetState() const
{
State state;
pImpl->GetState(state);
return state;
}
void Keyboard::Reset() noexcept
{
pImpl->Reset();
}
bool Keyboard::IsConnected() const
{
return pImpl->IsConnected();
}
Keyboard& Keyboard::Get()
{
if (!Impl::s_keyboard || !Impl::s_keyboard->mOwner)
throw std::exception("Keyboard is a singleton");
return *Impl::s_keyboard->mOwner;
}
//======================================================================================
// KeyboardStateTracker
//======================================================================================
void Keyboard::KeyboardStateTracker::Update(const State& state) noexcept
{
auto currPtr = reinterpret_cast<const uint32_t*>(&state);
auto prevPtr = reinterpret_cast<const uint32_t*>(&lastState);
auto releasedPtr = reinterpret_cast<uint32_t*>(&released);
auto pressedPtr = reinterpret_cast<uint32_t*>(&pressed);
for (size_t j = 0; j < (256 / 32); ++j)
{
*pressedPtr = *currPtr & ~(*prevPtr);
*releasedPtr = ~(*currPtr) & *prevPtr;
++currPtr;
++prevPtr;
++releasedPtr;
++pressedPtr;
}
lastState = state;
}
void Keyboard::KeyboardStateTracker::Reset() noexcept
{
memset(this, 0, sizeof(KeyboardStateTracker));
}