Add IKeyState (v9) (#1267)

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MidoriKami 2023-06-24 17:10:47 -07:00 committed by GitHub
parent 54f3fe7a2f
commit 538976667f
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2 changed files with 97 additions and 41 deletions

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@ -1,9 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Plugin.Services;
using Serilog;
namespace Dalamud.Game.ClientState.Keys;
@ -23,7 +25,10 @@ namespace Dalamud.Game.ClientState.Keys;
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
public class KeyState : IServiceType
#pragma warning disable SA1015
[ResolveVia<IKeyState>]
#pragma warning restore SA1015
public class KeyState : IServiceType, IKeyState
{
// The array is accessed in a way that this limit doesn't appear to exist
// but there is other state data past this point, and keys beyond here aren't
@ -31,7 +36,7 @@ public class KeyState : IServiceType
private const int MaxKeyCode = 0xF0;
private readonly IntPtr bufferBase;
private readonly IntPtr indexBase;
private VirtualKey[] validVirtualKeyCache = null;
private VirtualKey[]? validVirtualKeyCache;
[ServiceManager.ServiceConstructor]
private KeyState(SigScanner sigScanner, ClientState clientState)
@ -44,46 +49,29 @@ public class KeyState : IServiceType
Log.Verbose($"Keyboard state buffer address 0x{this.bufferBase.ToInt64():X}");
}
/// <summary>
/// Get or set the key-pressed state for a given vkCode.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <returns>Whether the specified key is currently pressed.</returns>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
public unsafe bool this[int vkCode]
/// <inheritdoc/>
public bool this[int vkCode]
{
get => this.GetRawValue(vkCode) != 0;
set => this.SetRawValue(vkCode, value ? 1 : 0);
}
/// <inheritdoc cref="this[int]"/>
/// <inheritdoc/>
public bool this[VirtualKey vkCode]
{
get => this[(int)vkCode];
set => this[(int)vkCode] = value;
}
/// <summary>
/// Gets the value in the index array.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <returns>The raw value stored in the index array.</returns>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
/// <inheritdoc/>
public int GetRawValue(int vkCode)
=> this.GetRefValue(vkCode);
/// <inheritdoc cref="GetRawValue(int)"/>
/// <inheritdoc/>
public int GetRawValue(VirtualKey vkCode)
=> this.GetRawValue((int)vkCode);
/// <summary>
/// Sets the value in the index array.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <param name="value">The raw value to set in the index array.</param>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
/// <inheritdoc/>
public void SetRawValue(int vkCode, int value)
{
if (value != 0)
@ -92,32 +80,23 @@ public class KeyState : IServiceType
this.GetRefValue(vkCode) = value;
}
/// <inheritdoc cref="SetRawValue(int, int)"/>
/// <inheritdoc/>
public void SetRawValue(VirtualKey vkCode, int value)
=> this.SetRawValue((int)vkCode, value);
/// <summary>
/// Gets a value indicating whether the given VirtualKey code is regarded as valid input by the game.
/// </summary>
/// <param name="vkCode">Virtual key code.</param>
/// <returns>If the code is valid.</returns>
/// <inheritdoc/>
public bool IsVirtualKeyValid(int vkCode)
=> this.ConvertVirtualKey(vkCode) != 0;
/// <inheritdoc cref="IsVirtualKeyValid(int)"/>
/// <inheritdoc/>
public bool IsVirtualKeyValid(VirtualKey vkCode)
=> this.IsVirtualKeyValid((int)vkCode);
/// <summary>
/// Gets an array of virtual keys the game considers valid input.
/// </summary>
/// <returns>An array of valid virtual keys.</returns>
public VirtualKey[] GetValidVirtualKeys()
=> this.validVirtualKeyCache ??= Enum.GetValues<VirtualKey>().Where(vk => this.IsVirtualKeyValid(vk)).ToArray();
/// <inheritdoc/>
public IEnumerable<VirtualKey> GetValidVirtualKeys()
=> this.validVirtualKeyCache ??= Enum.GetValues<VirtualKey>().Where(this.IsVirtualKeyValid).ToArray();
/// <summary>
/// Clears the pressed state for all keys.
/// </summary>
/// <inheritdoc/>
public void ClearAll()
{
foreach (var vk in this.GetValidVirtualKeys())

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@ -0,0 +1,77 @@
using System;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Keys;
using PInvoke;
namespace Dalamud.Plugin.Services;
/// <summary>
/// Wrapper around the game keystate buffer, which contains the pressed state for all keyboard keys, indexed by virtual vkCode.
/// </summary>
/// <remarks>
/// The stored key state is actually a combination field, however the below ephemeral states are consumed each frame. Setting
/// the value may be mildly useful, however retrieving the value is largely pointless. In testing, it wasn't possible without
/// setting the statue manually.
/// index &amp; 0 = key pressed.
/// index &amp; 1 = key down (ephemeral).
/// index &amp; 2 = key up (ephemeral).
/// index &amp; 3 = short key press (ephemeral).
/// </remarks>
public interface IKeyState
{
/// <summary>
/// Get or set the key-pressed state for a given vkCode.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <returns>Whether the specified key is currently pressed.</returns>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
public bool this[int vkCode] { get; set; }
/// <inheritdoc cref="this[int]"/>
public bool this[VirtualKey vkCode] { get; set; }
/// <summary>
/// Gets the value in the index array.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <returns>The raw value stored in the index array.</returns>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
public int GetRawValue(int vkCode);
/// <inheritdoc cref="GetRawValue(int)"/>
public int GetRawValue(VirtualKey vkCode);
/// <summary>
/// Sets the value in the index array.
/// </summary>
/// <param name="vkCode">The virtual key to change.</param>
/// <param name="value">The raw value to set in the index array.</param>
/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
public void SetRawValue(int vkCode, int value);
/// <inheritdoc cref="SetRawValue(int, int)"/>
public void SetRawValue(VirtualKey vkCode, int value);
/// <summary>
/// Gets a value indicating whether the given VirtualKey code is regarded as valid input by the game.
/// </summary>
/// <param name="vkCode">Virtual key code.</param>
/// <returns>If the code is valid.</returns>
public bool IsVirtualKeyValid(int vkCode);
/// <inheritdoc cref="IsVirtualKeyValid(int)"/>
public bool IsVirtualKeyValid(VirtualKey vkCode);
/// <summary>
/// Gets an array of virtual keys the game considers valid input.
/// </summary>
/// <returns>An array of valid virtual keys.</returns>
public IEnumerable<VirtualKey> GetValidVirtualKeys();
/// <summary>
/// Clears the pressed state for all keys.
/// </summary>
public void ClearAll();
}