Dalamud/Dalamud/Plugin/Services/IKeyState.cs
2023-06-24 17:10:47 -07:00

77 lines
3.3 KiB
C#

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();
}