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Add IKeyState (v9) (#1267)
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2 changed files with 97 additions and 41 deletions
77
Dalamud/Plugin/Services/IKeyState.cs
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77
Dalamud/Plugin/Services/IKeyState.cs
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using System;
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Keys;
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using PInvoke;
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namespace Dalamud.Plugin.Services;
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/// <summary>
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/// Wrapper around the game keystate buffer, which contains the pressed state for all keyboard keys, indexed by virtual vkCode.
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/// </summary>
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/// <remarks>
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/// The stored key state is actually a combination field, however the below ephemeral states are consumed each frame. Setting
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/// the value may be mildly useful, however retrieving the value is largely pointless. In testing, it wasn't possible without
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/// setting the statue manually.
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/// index & 0 = key pressed.
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/// index & 1 = key down (ephemeral).
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/// index & 2 = key up (ephemeral).
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/// index & 3 = short key press (ephemeral).
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/// </remarks>
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public interface IKeyState
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{
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/// <summary>
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/// Get or set the key-pressed state for a given vkCode.
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/// </summary>
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/// <param name="vkCode">The virtual key to change.</param>
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/// <returns>Whether the specified key is currently pressed.</returns>
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/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
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/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
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public bool this[int vkCode] { get; set; }
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/// <inheritdoc cref="this[int]"/>
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public bool this[VirtualKey vkCode] { get; set; }
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/// <summary>
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/// Gets the value in the index array.
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/// </summary>
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/// <param name="vkCode">The virtual key to change.</param>
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/// <returns>The raw value stored in the index array.</returns>
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/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
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public int GetRawValue(int vkCode);
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/// <inheritdoc cref="GetRawValue(int)"/>
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public int GetRawValue(VirtualKey vkCode);
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/// <summary>
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/// Sets the value in the index array.
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/// </summary>
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/// <param name="vkCode">The virtual key to change.</param>
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/// <param name="value">The raw value to set in the index array.</param>
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/// <exception cref="ArgumentException">If the vkCode is not valid. Refer to <see cref="IsVirtualKeyValid(int)"/> or <see cref="GetValidVirtualKeys"/>.</exception>
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/// <exception cref="ArgumentOutOfRangeException">If the set value is non-zero.</exception>
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public void SetRawValue(int vkCode, int value);
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/// <inheritdoc cref="SetRawValue(int, int)"/>
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public void SetRawValue(VirtualKey vkCode, int value);
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/// <summary>
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/// Gets a value indicating whether the given VirtualKey code is regarded as valid input by the game.
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/// </summary>
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/// <param name="vkCode">Virtual key code.</param>
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/// <returns>If the code is valid.</returns>
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public bool IsVirtualKeyValid(int vkCode);
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/// <inheritdoc cref="IsVirtualKeyValid(int)"/>
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public bool IsVirtualKeyValid(VirtualKey vkCode);
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/// <summary>
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/// Gets an array of virtual keys the game considers valid input.
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/// </summary>
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/// <returns>An array of valid virtual keys.</returns>
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public IEnumerable<VirtualKey> GetValidVirtualKeys();
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/// <summary>
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/// Clears the pressed state for all keys.
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/// </summary>
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public void ClearAll();
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}
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