fna-workbench

fna-workbench Commit Details


Date:2016-01-14 13:22:28 (9 years 7 months ago)
Author:Ethan Lee
Branch:master
Commit:8207562a74cdca45138ff8a8810611ed100bd808
Parents: 237d69ed632cb4cf3effbc782a980eb56066616e
Message:GamePad is now platform-independent

Changes:

File differences

FNA.csproj
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<Compile Include="src\IGraphicsDeviceManager.cs" />
<Compile Include="src\Input\Buttons.cs" />
<Compile Include="src\Input\ButtonState.cs" />
<Compile Include="src\Input\GamePad.cs" />
<Compile Include="src\Input\GamePadButtons.cs" />
<Compile Include="src\Input\GamePadCapabilities.cs" />
<Compile Include="src\Input\GamePadDeadZone.cs" />
<Compile Include="src\Quaternion.cs" />
<Compile Include="src\Ray.cs" />
<Compile Include="src\Rectangle.cs" />
<Compile Include="src\SDL2\Input\SDL2_GamePad.cs" />
<Compile Include="src\SDL2\Input\SDL2_KeyboardUtil.cs" />
<Compile Include="src\SDL2\SDL2_FNAPlatform.cs" />
<Compile Include="src\SDL2\SDL2_GameWindow.cs" />
<Compile Include="src\SDL2\SDL2_KeyboardUtil.cs" />
<Compile Include="src\Storage\StorageContainer.cs" />
<Compile Include="src\Storage\StorageDevice.cs" />
<Compile Include="src\Storage\StorageDeviceNotConnectedException.cs" />
Makefile
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src/IGraphicsDeviceManager.cs \
src/Input/Buttons.cs \
src/Input/ButtonState.cs \
src/Input/GamePad.cs \
src/Input/GamePadButtons.cs \
src/Input/GamePadCapabilities.cs \
src/Input/GamePadDeadZone.cs \
src/Quaternion.cs \
src/Ray.cs \
src/Rectangle.cs \
src/SDL2/Input/SDL2_GamePad.cs \
src/SDL2/Input/SDL2_KeyboardUtil.cs \
src/SDL2/SDL2_FNAPlatform.cs \
src/SDL2/SDL2_GameWindow.cs \
src/SDL2/SDL2_KeyboardUtil.cs \
src/Storage/StorageContainer.cs \
src/Storage/StorageDevice.cs \
src/Storage/StorageDeviceNotConnectedException.cs \
src/FNAPlatform.cs
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GetMouseState =SDL2_FNAPlatform.GetMouseState;
SetMousePosition =SDL2_FNAPlatform.SetMousePosition;
OnIsMouseVisibleChanged =SDL2_FNAPlatform.OnIsMouseVisibleChanged;
GetGamePadCapabilities =SDL2_FNAPlatform.GetGamePadCapabilities;
GetGamePadState =SDL2_FNAPlatform.GetGamePadState;
SetGamePadVibration =SDL2_FNAPlatform.SetGamePadVibration;
GetGamePadGUID =SDL2_FNAPlatform.GetGamePadGUID;
SetGamePadLightBar =SDL2_FNAPlatform.SetGamePadLightBar;
GetStorageRoot =SDL2_FNAPlatform.GetStorageRoot;
IsStoragePathConnected =SDL2_FNAPlatform.IsStoragePathConnected;
Log =SDL2_FNAPlatform.Log;
public delegate void OnIsMouseVisibleChangedFunc(bool visible);
public static OnIsMouseVisibleChangedFunc OnIsMouseVisibleChanged;
public delegate GamePadCapabilities GetGamePadCapabilitiesFunc(int index);
public static GetGamePadCapabilitiesFunc GetGamePadCapabilities;
public delegate GamePadState GetGamePadStateFunc(
int index,
GamePadDeadZone deadZoneMode
);
public static GetGamePadStateFunc GetGamePadState;
public delegate bool SetGamePadVibrationFunc(
int index,
float leftMotor,
float rightMotor
);
public static SetGamePadVibrationFunc SetGamePadVibration;
public delegate string GetGamePadGUIDFunc(int index);
public static GetGamePadGUIDFunc GetGamePadGUID;
public delegate void SetGamePadLightBarFunc(int index, Color color);
public static SetGamePadLightBarFunc SetGamePadLightBar;
public delegate string GetStorageRootFunc();
public static GetStorageRootFunc GetStorageRoot;
src/Input/GamePad.cs
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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
#endregion
namespace Microsoft.Xna.Framework.Input
{
public static class GamePad
{
#region Internal Static Variables
/* Determines how many controllers we should be tracking.
* Per XNA4 we track 4 by default, but if you want to track more you can
* do this by changing PlayerIndex.cs to include more index names.
* -flibit
*/
internal static readonly int GAMEPAD_COUNT = DetermineNumGamepads();
private static int DetermineNumGamepads()
{
string numGamepadString = Environment.GetEnvironmentVariable(
"FNA_GAMEPAD_NUM_GAMEPADS"
);
if (!String.IsNullOrEmpty(numGamepadString))
{
int numGamepads;
if (int.TryParse(numGamepadString, out numGamepads))
{
if (numGamepads >= 0)
{
return numGamepads;
}
}
}
return Enum.GetNames(typeof(PlayerIndex)).Length;
}
#endregion
#region Public GamePad API
public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
return FNAPlatform.GetGamePadCapabilities((int) playerIndex);
}
public static GamePadState GetState(PlayerIndex playerIndex)
{
return FNAPlatform.GetGamePadState(
(int) playerIndex,
GamePadDeadZone.IndependentAxes
);
}
public static GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
{
return FNAPlatform.GetGamePadState(
(int) playerIndex,
deadZoneMode
);
}
public static bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
return FNAPlatform.SetGamePadVibration(
(int) playerIndex,
leftMotor,
rightMotor
);
}
#endregion
#region Public GamePad API, FNA Extensions
public static string GetGUIDEXT(PlayerIndex playerIndex)
{
return FNAPlatform.GetGamePadGUID((int) playerIndex);
}
public static void SetLightBarEXT(PlayerIndex playerIndex, Color color)
{
FNAPlatform.SetGamePadLightBar((int) playerIndex, color);
}
#endregion
}
}
src/SDL2/Input/SDL2_GamePad.cs
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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using SDL2;
#endregion
namespace Microsoft.Xna.Framework.Input
{
public static class GamePad
{
#region Internal Haptic Type Enum
private enum HapticType
{
Simple = 0,
LeftRight = 1,
LeftRightMacHack = 2
}
#endregion
#region Internal SDL2_GamePad Variables
/* Determines how many controllers we should be tracking.
* Per XNA4 we track 4 by default, but if you want to track more you can
* do this by changing PlayerIndex.cs to include more index names.
* -flibit
*/
private static readonly int GAMEPAD_COUNT = DetermineNumGamepads();
// Controller device information
private static IntPtr[] INTERNAL_devices = new IntPtr[GAMEPAD_COUNT];
private static Dictionary<int, int> INTERNAL_instanceList = new Dictionary<int, int>();
private static string[] INTERNAL_guids = GenStringArray();
// Haptic device information
private static IntPtr[] INTERNAL_haptics = new IntPtr[GAMEPAD_COUNT];
private static HapticType[] INTERNAL_hapticTypes = new HapticType[GAMEPAD_COUNT];
// Light bar information
private static string[] INTERNAL_lightBars = GenStringArray();
// Cached GamePadStates
private static GamePadState[] INTERNAL_states = new GamePadState[GAMEPAD_COUNT];
// We use this to apply XInput-like rumble effects.
private static SDL.SDL_HapticEffect INTERNAL_leftRightEffect = new SDL.SDL_HapticEffect
{
type = SDL.SDL_HAPTIC_LEFTRIGHT,
leftright = new SDL.SDL_HapticLeftRight
{
type = SDL.SDL_HAPTIC_LEFTRIGHT,
length = SDL.SDL_HAPTIC_INFINITY,
large_magnitude = ushort.MaxValue,
small_magnitude = ushort.MaxValue
}
};
// We use this to get left/right support on OSX via a nice driver workaround!
private static ushort[] leftRightMacHackData = {0, 0};
private static GCHandle leftRightMacHackPArry = GCHandle.Alloc(leftRightMacHackData, GCHandleType.Pinned);
private static IntPtr leftRightMacHackPtr = leftRightMacHackPArry.AddrOfPinnedObject();
private static SDL.SDL_HapticEffect INTERNAL_leftRightMacHackEffect = new SDL.SDL_HapticEffect
{
type = SDL.SDL_HAPTIC_CUSTOM,
custom = new SDL.SDL_HapticCustom
{
type = SDL.SDL_HAPTIC_CUSTOM,
length = SDL.SDL_HAPTIC_INFINITY,
channels = 2,
period = 1,
samples = 2,
data = leftRightMacHackPtr
}
};
// Used as a "blank" state
private static GamePadState InitializedState = new GamePadState();
// FIXME: SDL_GameController config input inversion!
private static float invertAxis = Environment.GetEnvironmentVariable(
"FNA_WORKAROUND_INVERT_YAXIS"
) == "1" ? -1.0f : 1.0f;
#endregion
#region String Array Init Method
private static int DetermineNumGamepads()
{
string numGamepadString = Environment.GetEnvironmentVariable(
"FNA_GAMEPAD_NUM_GAMEPADS"
);
if (!String.IsNullOrEmpty(numGamepadString))
{
int numGamepads;
if (int.TryParse(numGamepadString, out numGamepads))
{
if (numGamepads >= 0)
{
return numGamepads;
}
}
}
return Enum.GetNames(typeof(PlayerIndex)).Length;
}
private static string[] GenStringArray()
{
string[] result = new string[GAMEPAD_COUNT];
for (int i = 0; i < result.Length; i += 1)
{
result[i] = String.Empty;
}
return result;
}
#endregion
#region Device List, Open/Close Devices
internal static void INTERNAL_AddInstance(int dev)
{
int which = -1;
for (int i = 0; i < INTERNAL_devices.Length; i += 1)
{
if (INTERNAL_devices[i] == IntPtr.Zero)
{
which = i;
break;
}
}
if (which == -1)
{
return; // Ignoring more than 4 controllers.
}
// Clear the error buffer. We're about to do a LOT of dangerous stuff.
SDL.SDL_ClearError();
// Open the device!
INTERNAL_devices[which] = SDL.SDL_GameControllerOpen(dev);
// We use this when dealing with Haptic/GUID initialization.
IntPtr thisJoystick = SDL.SDL_GameControllerGetJoystick(INTERNAL_devices[which]);
// Pair up the instance ID to the player index.
// FIXME: Remove check after 2.0.4? -flibit
int thisInstance = SDL.SDL_JoystickInstanceID(thisJoystick);
if (INTERNAL_instanceList.ContainsKey(thisInstance))
{
// Duplicate? Usually this is OSX being dumb, but...?
INTERNAL_devices[which] = IntPtr.Zero;
return;
}
INTERNAL_instanceList.Add(thisInstance, which);
// Start with a fresh state.
INTERNAL_states[which] = InitializedState;
INTERNAL_states[which].IsConnected = true;
// Initialize the haptics for the joystick, if applicable.
if (SDL.SDL_JoystickIsHaptic(thisJoystick) == 1)
{
INTERNAL_haptics[which] = SDL.SDL_HapticOpenFromJoystick(thisJoystick);
if (INTERNAL_haptics[which] == IntPtr.Zero)
{
System.Console.WriteLine("HAPTIC OPEN ERROR: " + SDL.SDL_GetError());
}
}
if (INTERNAL_haptics[which] != IntPtr.Zero)
{
if (SDL2_FNAPlatform.OSVersion.Equals("Mac OS X") &&
SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.LeftRightMacHack;
SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect);
}
else if (!SDL2_FNAPlatform.OSVersion.Equals("Mac OS X") &&
SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.LeftRight;
SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect);
}
else if (SDL.SDL_HapticRumbleSupported(INTERNAL_haptics[which]) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.Simple;
SDL.SDL_HapticRumbleInit(INTERNAL_haptics[which]);
}
else
{
// We can't even play simple rumble, this haptic device is useless to us.
SDL.SDL_HapticClose(INTERNAL_haptics[which]);
INTERNAL_haptics[which] = IntPtr.Zero;
}
}
// Store the GUID string for this device
StringBuilder result = new StringBuilder();
byte[] resChar = new byte[33]; // FIXME: Sort of arbitrary.
SDL.SDL_JoystickGetGUIDString(
SDL.SDL_JoystickGetGUID(thisJoystick),
resChar,
resChar.Length
);
if (SDL2_FNAPlatform.OSVersion.Equals("Linux"))
{
result.Append((char) resChar[8]);
result.Append((char) resChar[9]);
result.Append((char) resChar[10]);
result.Append((char) resChar[11]);
result.Append((char) resChar[16]);
result.Append((char) resChar[17]);
result.Append((char) resChar[18]);
result.Append((char) resChar[19]);
}
else if (SDL2_FNAPlatform.OSVersion.Equals("Mac OS X"))
{
result.Append((char) resChar[0]);
result.Append((char) resChar[1]);
result.Append((char) resChar[2]);
result.Append((char) resChar[3]);
result.Append((char) resChar[16]);
result.Append((char) resChar[17]);
result.Append((char) resChar[18]);
result.Append((char) resChar[19]);
}
else if (SDL2_FNAPlatform.OSVersion.Equals("Windows"))
{
bool isXInput = true;
foreach (byte b in resChar)
{
if (((char) b) != '0' && b != 0)
{
isXInput = false;
break;
}
}
if (isXInput)
{
result.Append("xinput");
}
else
{
result.Append((char) resChar[0]);
result.Append((char) resChar[1]);
result.Append((char) resChar[2]);
result.Append((char) resChar[3]);
result.Append((char) resChar[4]);
result.Append((char) resChar[5]);
result.Append((char) resChar[6]);
result.Append((char) resChar[7]);
}
}
else
{
throw new Exception("SDL2_GamePad: Platform.OSVersion not handled!");
}
INTERNAL_guids[which] = result.ToString();
// Initialize light bar
if (SDL2_FNAPlatform.OSVersion.Equals("Linux") &&
INTERNAL_guids[which].Equals("4c05c405"))
{
// Get all of the individual PS4 LED instances
List<string> ledList = new List<string>();
string[] dirs = Directory.GetDirectories("/sys/class/leds/");
foreach (string dir in dirs)
{
if (dir.Contains("054C:05C4") &&
dir.EndsWith("blue"))
{
ledList.Add(dir.Substring(0, dir.LastIndexOf(':') + 1));
}
}
// Find how many of these are already in use
int numLights = 0;
for (int i = 0; i < INTERNAL_lightBars.Length; i += 1)
{
if (!String.IsNullOrEmpty(INTERNAL_lightBars[i]))
{
numLights += 1;
}
}
// If all are not already in use, use the first unused light
if (numLights < ledList.Count)
{
INTERNAL_lightBars[which] = ledList[numLights];
}
}
// Print controller information to stdout.
System.Console.WriteLine(
"Controller " + which.ToString() + ": " +
SDL.SDL_GameControllerName(INTERNAL_devices[which])
);
}
internal static void INTERNAL_RemoveInstance(int dev)
{
int output;
if (!INTERNAL_instanceList.TryGetValue(dev, out output))
{
// Odds are, this is controller 5+ getting removed.
return;
}
INTERNAL_instanceList.Remove(dev);
if (INTERNAL_haptics[output] != IntPtr.Zero)
{
SDL.SDL_HapticClose(INTERNAL_haptics[output]);
INTERNAL_haptics[output] = IntPtr.Zero;
}
SDL.SDL_GameControllerClose(INTERNAL_devices[output]);
INTERNAL_devices[output] = IntPtr.Zero;
INTERNAL_states[output] = InitializedState;
INTERNAL_guids[output] = String.Empty;
// A lot of errors can happen here, but honestly, they can be ignored...
SDL.SDL_ClearError();
System.Console.WriteLine("Removed device, player: " + output.ToString());
}
#endregion
#region Value-To-Input Helper Methods
// GetState can convert stick values to button values
private static Buttons READ_StickToButtons(Vector2 stick, Buttons left, Buttons right, Buttons up , Buttons down, float DeadZoneSize)
{
Buttons b = (Buttons) 0;
if (stick.X > DeadZoneSize)
{
b |= right;
}
if (stick.X < -DeadZoneSize)
{
b |= left;
}
if (stick.Y > DeadZoneSize)
{
b |= up;
}
if (stick.Y < -DeadZoneSize)
{
b |= down;
}
return b;
}
// GetState can convert trigger values to button values
private static Buttons READ_TriggerToButton(float trigger, Buttons button, float DeadZoneSize)
{
Buttons b = (Buttons) 0;
if (trigger > DeadZoneSize)
{
b |= button;
}
return b;
}
#endregion
#region Public GamePad API
public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
if (INTERNAL_devices[(int) playerIndex] == IntPtr.Zero)
{
return new GamePadCapabilities();
}
// An SDL_GameController will _always_ be feature-complete.
return new GamePadCapabilities()
{
IsConnected = INTERNAL_devices[(int) playerIndex] != IntPtr.Zero,
HasAButton = true,
HasBButton = true,
HasXButton = true,
HasYButton = true,
HasBackButton = true,
HasStartButton = true,
HasDPadDownButton = true,
HasDPadLeftButton = true,
HasDPadRightButton = true,
HasDPadUpButton = true,
HasLeftShoulderButton = true,
HasRightShoulderButton = true,
HasLeftStickButton = true,
HasRightStickButton = true,
HasLeftTrigger = true,
HasRightTrigger = true,
HasLeftXThumbStick = true,
HasLeftYThumbStick = true,
HasRightXThumbStick = true,
HasRightYThumbStick = true,
HasBigButton = true,
HasLeftVibrationMotor = INTERNAL_haptics[(int) playerIndex] != IntPtr.Zero,
HasRightVibrationMotor = INTERNAL_haptics[(int) playerIndex] != IntPtr.Zero,
HasVoiceSupport = false
};
}
public static GamePadState GetState(PlayerIndex playerIndex)
{
return GetState(playerIndex, GamePadDeadZone.IndependentAxes);
}
public static GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
{
IntPtr device = INTERNAL_devices[(int) playerIndex];
if (device == IntPtr.Zero)
{
return InitializedState;
}
// Do not attempt to understand this number at all costs!
const float DeadZoneSize = 0.27f;
// The "master" button state is built from this.
Buttons gc_buttonState = (Buttons) 0;
// Sticks
GamePadThumbSticks gc_sticks = new GamePadThumbSticks(
new Vector2(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY
) / -32768.0f * invertAxis
),
new Vector2(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY
) / -32768.0f * invertAxis
),
deadZoneMode
);
gc_buttonState |= READ_StickToButtons(
gc_sticks.Left,
Buttons.LeftThumbstickLeft,
Buttons.LeftThumbstickRight,
Buttons.LeftThumbstickUp,
Buttons.LeftThumbstickDown,
DeadZoneSize
);
gc_buttonState |= READ_StickToButtons(
gc_sticks.Right,
Buttons.RightThumbstickLeft,
Buttons.RightThumbstickRight,
Buttons.RightThumbstickUp,
Buttons.RightThumbstickDown,
DeadZoneSize
);
// Triggers
GamePadTriggers gc_triggers = new GamePadTriggers(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
) / 32768.0f
);
gc_buttonState |= READ_TriggerToButton(
gc_triggers.Left,
Buttons.LeftTrigger,
DeadZoneSize
);
gc_buttonState |= READ_TriggerToButton(
gc_triggers.Right,
Buttons.RightTrigger,
DeadZoneSize
);
// Buttons
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A) != 0)
{
gc_buttonState |= Buttons.A;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B) != 0)
{
gc_buttonState |= Buttons.B;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X) != 0)
{
gc_buttonState |= Buttons.X;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y) != 0)
{
gc_buttonState |= Buttons.Y;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK) != 0)
{
gc_buttonState |= Buttons.Back;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE) != 0)
{
gc_buttonState |= Buttons.BigButton;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START) != 0)
{
gc_buttonState |= Buttons.Start;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK) != 0)
{
gc_buttonState |= Buttons.LeftStick;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK) != 0)
{
gc_buttonState |= Buttons.RightStick;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER) != 0)
{
gc_buttonState |= Buttons.LeftShoulder;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) != 0)
{
gc_buttonState |= Buttons.RightShoulder;
}
// DPad
GamePadDPad gc_dpad;
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP) != 0)
{
gc_buttonState |= Buttons.DPadUp;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN) != 0)
{
gc_buttonState |= Buttons.DPadDown;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT) != 0)
{
gc_buttonState |= Buttons.DPadLeft;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT) != 0)
{
gc_buttonState |= Buttons.DPadRight;
}
gc_dpad = new GamePadDPad(gc_buttonState);
// Compile the master buttonstate
GamePadButtons gc_buttons = new GamePadButtons(gc_buttonState);
// Build the GamePadState, increment PacketNumber if state changed.
GamePadState gc_builtState = new GamePadState(
gc_sticks,
gc_triggers,
gc_buttons,
gc_dpad
);
gc_builtState.IsConnected = true;
gc_builtState.PacketNumber = INTERNAL_states[(int) playerIndex].PacketNumber;
if (gc_builtState != INTERNAL_states[(int) playerIndex])
{
gc_builtState.PacketNumber += 1;
INTERNAL_states[(int) playerIndex] = gc_builtState;
}
return gc_builtState;
}
public static bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
IntPtr haptic = INTERNAL_haptics[(int) playerIndex];
HapticType type = INTERNAL_hapticTypes[(int) playerIndex];
if (haptic == IntPtr.Zero)
{
return false;
}
if (leftMotor <= 0.0f && rightMotor <= 0.0f)
{
SDL.SDL_HapticStopAll(haptic);
}
else if (type == HapticType.LeftRight)
{
INTERNAL_leftRightEffect.leftright.large_magnitude = (ushort) (65535.0f * leftMotor);
INTERNAL_leftRightEffect.leftright.small_magnitude = (ushort) (65535.0f * rightMotor);
SDL.SDL_HapticUpdateEffect(
haptic,
0,
ref INTERNAL_leftRightEffect
);
SDL.SDL_HapticRunEffect(
haptic,
0,
1
);
}
else if (type == HapticType.LeftRightMacHack)
{
leftRightMacHackData[0] = (ushort) (65535.0f * leftMotor);
leftRightMacHackData[1] = (ushort) (65535.0f * rightMotor);
SDL.SDL_HapticUpdateEffect(
haptic,
0,
ref INTERNAL_leftRightMacHackEffect
);
SDL.SDL_HapticRunEffect(
haptic,
0,
1
);
}
else
{
SDL.SDL_HapticRumblePlay(
haptic,
Math.Max(leftMotor, rightMotor),
SDL.SDL_HAPTIC_INFINITY // Oh dear...
);
}
return true;
}
#endregion
#region Public GamePad API, FNA Extensions
public static string GetGUIDEXT(PlayerIndex playerIndex)
{
return INTERNAL_guids[(int) playerIndex];
}
public static void SetLightBarEXT(PlayerIndex playerIndex, Color color)
{
if (String.IsNullOrEmpty(INTERNAL_lightBars[(int) playerIndex]))
{
return;
}
string baseDir = INTERNAL_lightBars[(int) playerIndex];
try
{
File.WriteAllText(baseDir + "red/brightness", color.R.ToString());
File.WriteAllText(baseDir + "green/brightness", color.G.ToString());
File.WriteAllText(baseDir + "blue/brightness", color.B.ToString());
}
catch
{
// If something went wrong, assume the worst and just remove it.
INTERNAL_lightBars[(int) playerIndex] = String.Empty;
}
}
#endregion
}
}
src/SDL2/Input/SDL2_KeyboardUtil.cs
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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System.Collections.Generic;
using SDL2;
#endregion
namespace Microsoft.Xna.Framework.Input
{
internal static class SDL2_KeyboardUtil
{
#region Private SDL2->XNA Key Hashmaps
/* From: http://blogs.msdn.com/b/shawnhar/archive/2007/07/02/twin-paths-to-garbage-collector-nirvana.aspx
* "If you use an enum type as a dictionary key, internal dictionary operations will cause boxing.
* You can avoid this by using integer keys, and casting your enum values to ints before adding
* them to the dictionary."
*/
private static Dictionary<int, Keys> INTERNAL_keyMap;
private static Dictionary<int, Keys> INTERNAL_scanMap;
private static Dictionary<int, SDL.SDL_Scancode> INTERNAL_xnaMap;
#endregion
#region Hashmap Initializer Constructor
static SDL2_KeyboardUtil()
{
// Create the dictionaries...
INTERNAL_keyMap = new Dictionary<int, Keys>();
INTERNAL_scanMap = new Dictionary<int, Keys>();
INTERNAL_xnaMap = new Dictionary<int, SDL.SDL_Scancode>();
// Then fill them with known keys that match up to XNA Keys.
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_a,Keys.A);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_b,Keys.B);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_c,Keys.C);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_d,Keys.D);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_e,Keys.E);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_f,Keys.F);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_g,Keys.G);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_h,Keys.H);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_i,Keys.I);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_j,Keys.J);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_k,Keys.K);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_l,Keys.L);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_m,Keys.M);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_n,Keys.N);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_o,Keys.O);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_p,Keys.P);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_q,Keys.Q);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_r,Keys.R);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_s,Keys.S);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_t,Keys.T);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_u,Keys.U);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_v,Keys.V);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_w,Keys.W);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_x,Keys.X);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_y,Keys.Y);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_z,Keys.Z);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_0,Keys.D0);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_1,Keys.D1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_2,Keys.D2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_3,Keys.D3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_4,Keys.D4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_5,Keys.D5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_6,Keys.D6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_7,Keys.D7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_8,Keys.D8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_9,Keys.D9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_0,Keys.NumPad0);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_1,Keys.NumPad1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_2,Keys.NumPad2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_3,Keys.NumPad3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_4,Keys.NumPad4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_5,Keys.NumPad5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_6,Keys.NumPad6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_7,Keys.NumPad7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_8,Keys.NumPad8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_9,Keys.NumPad9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_CLEAR,Keys.OemClear);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_DECIMAL,Keys.Decimal);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_DIVIDE,Keys.Divide);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_ENTER,Keys.Enter);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_MINUS,Keys.Subtract);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_MULTIPLY,Keys.Multiply);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_PERIOD,Keys.OemPeriod);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_PLUS,Keys.Add);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F1,Keys.F1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F2,Keys.F2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F3,Keys.F3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F4,Keys.F4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F5,Keys.F5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F6,Keys.F6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F7,Keys.F7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F8,Keys.F8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F9,Keys.F9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F10,Keys.F10);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F11,Keys.F11);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F12,Keys.F12);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F13,Keys.F13);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F14,Keys.F14);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F15,Keys.F15);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F16,Keys.F16);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F17,Keys.F17);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F18,Keys.F18);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F19,Keys.F19);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F20,Keys.F20);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F21,Keys.F21);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F22,Keys.F22);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F23,Keys.F23);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F24,Keys.F24);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SPACE,Keys.Space);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_UP,Keys.Up);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_DOWN,Keys.Down);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LEFT,Keys.Left);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RIGHT,Keys.Right);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LALT,Keys.LeftAlt);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RALT,Keys.RightAlt);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LCTRL,Keys.LeftControl);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RCTRL,Keys.RightControl);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LGUI,Keys.LeftWindows);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RGUI,Keys.RightWindows);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LSHIFT,Keys.LeftShift);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RSHIFT,Keys.RightShift);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_APPLICATION,Keys.Apps);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SLASH,Keys.OemQuestion);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKSLASH,Keys.OemBackslash);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LEFTBRACKET,Keys.OemOpenBrackets);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RIGHTBRACKET,Keys.OemCloseBrackets);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_CAPSLOCK,Keys.CapsLock);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_COMMA,Keys.OemComma);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_DELETE,Keys.Delete);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_END,Keys.End);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKSPACE,Keys.Back);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RETURN,Keys.Enter);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_ESCAPE,Keys.Escape);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_HOME,Keys.Home);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_INSERT,Keys.Insert);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_MINUS,Keys.OemMinus);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_NUMLOCKCLEAR,Keys.NumLock);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAGEUP,Keys.PageUp);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAGEDOWN,Keys.PageDown);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAUSE,Keys.Pause);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PERIOD,Keys.OemPeriod);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_EQUALS,Keys.OemPlus);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PRINTSCREEN,Keys.PrintScreen);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_QUOTE,Keys.OemQuotes);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SCROLLLOCK,Keys.Scroll);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SEMICOLON,Keys.OemSemicolon);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SLEEP,Keys.Sleep);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_TAB,Keys.Tab);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKQUOTE,Keys.OemTilde);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_UNKNOWN,Keys.None);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_A,Keys.A);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_B,Keys.B);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_C,Keys.C);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_D,Keys.D);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_E,Keys.E);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F,Keys.F);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_G,Keys.G);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_H,Keys.H);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_I,Keys.I);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_J,Keys.J);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_K,Keys.K);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_L,Keys.L);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_M,Keys.M);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_N,Keys.N);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_O,Keys.O);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_P,Keys.P);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Q,Keys.Q);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_R,Keys.R);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_S,Keys.S);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_T,Keys.T);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_U,Keys.U);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_V,Keys.V);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_W,Keys.W);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_X,Keys.X);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Y,Keys.Y);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Z,Keys.Z);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_0,Keys.D0);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_1,Keys.D1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_2,Keys.D2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_3,Keys.D3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_4,Keys.D4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_5,Keys.D5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_6,Keys.D6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_7,Keys.D7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_8,Keys.D8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_9,Keys.D9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_0,Keys.NumPad0);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_1,Keys.NumPad1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_2,Keys.NumPad2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_3,Keys.NumPad3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_4,Keys.NumPad4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_5,Keys.NumPad5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_6,Keys.NumPad6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_7,Keys.NumPad7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_8,Keys.NumPad8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_9,Keys.NumPad9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR,Keys.OemClear);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL,Keys.Decimal);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE,Keys.Divide);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_ENTER,Keys.Enter);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS,Keys.Subtract);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY,Keys.Multiply);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PERIOD,Keys.OemPeriod);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS,Keys.Add);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F1,Keys.F1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F2,Keys.F2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F3,Keys.F3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F4,Keys.F4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F5,Keys.F5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F6,Keys.F6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F7,Keys.F7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F8,Keys.F8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F9,Keys.F9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F10,Keys.F10);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F11,Keys.F11);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F12,Keys.F12);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F13,Keys.F13);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F14,Keys.F14);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F15,Keys.F15);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F16,Keys.F16);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F17,Keys.F17);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F18,Keys.F18);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F19,Keys.F19);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F20,Keys.F20);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F21,Keys.F21);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F22,Keys.F22);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F23,Keys.F23);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F24,Keys.F24);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SPACE,Keys.Space);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_UP,Keys.Up);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_DOWN,Keys.Down);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LEFT,Keys.Left);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHT,Keys.Right);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LALT,Keys.LeftAlt);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RALT,Keys.RightAlt);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LCTRL,Keys.LeftControl);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RCTRL,Keys.RightControl);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LGUI,Keys.LeftWindows);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RGUI,Keys.RightWindows);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT,Keys.LeftShift);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT,Keys.RightShift);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION,Keys.Apps);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SLASH,Keys.OemQuestion);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH,Keys.OemBackslash);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET,Keys.OemOpenBrackets);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET,Keys.OemCloseBrackets);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK,Keys.CapsLock);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_COMMA,Keys.OemComma);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_DELETE,Keys.Delete);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_END,Keys.End);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE,Keys.Back);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RETURN,Keys.Enter);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE,Keys.Escape);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_HOME,Keys.Home);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_INSERT,Keys.Insert);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_MINUS,Keys.OemMinus);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR,Keys.NumLock);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP,Keys.PageUp);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN,Keys.PageDown);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAUSE,Keys.Pause);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PERIOD,Keys.OemPeriod);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_EQUALS,Keys.OemPlus);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN,Keys.PrintScreen);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE,Keys.OemQuotes);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK,Keys.Scroll);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON,Keys.OemSemicolon);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SLEEP,Keys.Sleep);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_TAB,Keys.Tab);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_GRAVE,Keys.OemTilde);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN,Keys.None);
// Also, fill up another with the reverse, for scancode->keycode lookups
INTERNAL_xnaMap.Add((int) Keys.A,SDL.SDL_Scancode.SDL_SCANCODE_A);
INTERNAL_xnaMap.Add((int) Keys.B,SDL.SDL_Scancode.SDL_SCANCODE_B);
INTERNAL_xnaMap.Add((int) Keys.C,SDL.SDL_Scancode.SDL_SCANCODE_C);
INTERNAL_xnaMap.Add((int) Keys.D,SDL.SDL_Scancode.SDL_SCANCODE_D);
INTERNAL_xnaMap.Add((int) Keys.E,SDL.SDL_Scancode.SDL_SCANCODE_E);
INTERNAL_xnaMap.Add((int) Keys.F,SDL.SDL_Scancode.SDL_SCANCODE_F);
INTERNAL_xnaMap.Add((int) Keys.G,SDL.SDL_Scancode.SDL_SCANCODE_G);
INTERNAL_xnaMap.Add((int) Keys.H,SDL.SDL_Scancode.SDL_SCANCODE_H);
INTERNAL_xnaMap.Add((int) Keys.I,SDL.SDL_Scancode.SDL_SCANCODE_I);
INTERNAL_xnaMap.Add((int) Keys.J,SDL.SDL_Scancode.SDL_SCANCODE_J);
INTERNAL_xnaMap.Add((int) Keys.K,SDL.SDL_Scancode.SDL_SCANCODE_K);
INTERNAL_xnaMap.Add((int) Keys.L,SDL.SDL_Scancode.SDL_SCANCODE_L);
INTERNAL_xnaMap.Add((int) Keys.M,SDL.SDL_Scancode.SDL_SCANCODE_M);
INTERNAL_xnaMap.Add((int) Keys.N,SDL.SDL_Scancode.SDL_SCANCODE_N);
INTERNAL_xnaMap.Add((int) Keys.O,SDL.SDL_Scancode.SDL_SCANCODE_O);
INTERNAL_xnaMap.Add((int) Keys.P,SDL.SDL_Scancode.SDL_SCANCODE_P);
INTERNAL_xnaMap.Add((int) Keys.Q,SDL.SDL_Scancode.SDL_SCANCODE_Q);
INTERNAL_xnaMap.Add((int) Keys.R,SDL.SDL_Scancode.SDL_SCANCODE_R);
INTERNAL_xnaMap.Add((int) Keys.S,SDL.SDL_Scancode.SDL_SCANCODE_S);
INTERNAL_xnaMap.Add((int) Keys.T,SDL.SDL_Scancode.SDL_SCANCODE_T);
INTERNAL_xnaMap.Add((int) Keys.U,SDL.SDL_Scancode.SDL_SCANCODE_U);
INTERNAL_xnaMap.Add((int) Keys.V,SDL.SDL_Scancode.SDL_SCANCODE_V);
INTERNAL_xnaMap.Add((int) Keys.W,SDL.SDL_Scancode.SDL_SCANCODE_W);
INTERNAL_xnaMap.Add((int) Keys.X,SDL.SDL_Scancode.SDL_SCANCODE_X);
INTERNAL_xnaMap.Add((int) Keys.Y,SDL.SDL_Scancode.SDL_SCANCODE_Y);
INTERNAL_xnaMap.Add((int) Keys.Z,SDL.SDL_Scancode.SDL_SCANCODE_Z);
INTERNAL_xnaMap.Add((int) Keys.D0,SDL.SDL_Scancode.SDL_SCANCODE_0);
INTERNAL_xnaMap.Add((int) Keys.D1,SDL.SDL_Scancode.SDL_SCANCODE_1);
INTERNAL_xnaMap.Add((int) Keys.D2,SDL.SDL_Scancode.SDL_SCANCODE_2);
INTERNAL_xnaMap.Add((int) Keys.D3,SDL.SDL_Scancode.SDL_SCANCODE_3);
INTERNAL_xnaMap.Add((int) Keys.D4,SDL.SDL_Scancode.SDL_SCANCODE_4);
INTERNAL_xnaMap.Add((int) Keys.D5,SDL.SDL_Scancode.SDL_SCANCODE_5);
INTERNAL_xnaMap.Add((int) Keys.D6,SDL.SDL_Scancode.SDL_SCANCODE_6);
INTERNAL_xnaMap.Add((int) Keys.D7,SDL.SDL_Scancode.SDL_SCANCODE_7);
INTERNAL_xnaMap.Add((int) Keys.D8,SDL.SDL_Scancode.SDL_SCANCODE_8);
INTERNAL_xnaMap.Add((int) Keys.D9,SDL.SDL_Scancode.SDL_SCANCODE_9);
INTERNAL_xnaMap.Add((int) Keys.NumPad0,SDL.SDL_Scancode.SDL_SCANCODE_KP_0);
INTERNAL_xnaMap.Add((int) Keys.NumPad1,SDL.SDL_Scancode.SDL_SCANCODE_KP_1);
INTERNAL_xnaMap.Add((int) Keys.NumPad2,SDL.SDL_Scancode.SDL_SCANCODE_KP_2);
INTERNAL_xnaMap.Add((int) Keys.NumPad3,SDL.SDL_Scancode.SDL_SCANCODE_KP_3);
INTERNAL_xnaMap.Add((int) Keys.NumPad4,SDL.SDL_Scancode.SDL_SCANCODE_KP_4);
INTERNAL_xnaMap.Add((int) Keys.NumPad5,SDL.SDL_Scancode.SDL_SCANCODE_KP_5);
INTERNAL_xnaMap.Add((int) Keys.NumPad6,SDL.SDL_Scancode.SDL_SCANCODE_KP_6);
INTERNAL_xnaMap.Add((int) Keys.NumPad7,SDL.SDL_Scancode.SDL_SCANCODE_KP_7);
INTERNAL_xnaMap.Add((int) Keys.NumPad8,SDL.SDL_Scancode.SDL_SCANCODE_KP_8);
INTERNAL_xnaMap.Add((int) Keys.NumPad9,SDL.SDL_Scancode.SDL_SCANCODE_KP_9);
INTERNAL_xnaMap.Add((int) Keys.OemClear,SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR);
INTERNAL_xnaMap.Add((int) Keys.Decimal,SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL);
INTERNAL_xnaMap.Add((int) Keys.Divide,SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE);
INTERNAL_xnaMap.Add((int) Keys.Multiply,SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY);
INTERNAL_xnaMap.Add((int) Keys.Subtract,SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS);
INTERNAL_xnaMap.Add((int) Keys.Add,SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS);
INTERNAL_xnaMap.Add((int) Keys.F1,SDL.SDL_Scancode.SDL_SCANCODE_F1);
INTERNAL_xnaMap.Add((int) Keys.F2,SDL.SDL_Scancode.SDL_SCANCODE_F2);
INTERNAL_xnaMap.Add((int) Keys.F3,SDL.SDL_Scancode.SDL_SCANCODE_F3);
INTERNAL_xnaMap.Add((int) Keys.F4,SDL.SDL_Scancode.SDL_SCANCODE_F4);
INTERNAL_xnaMap.Add((int) Keys.F5,SDL.SDL_Scancode.SDL_SCANCODE_F5);
INTERNAL_xnaMap.Add((int) Keys.F6,SDL.SDL_Scancode.SDL_SCANCODE_F6);
INTERNAL_xnaMap.Add((int) Keys.F7,SDL.SDL_Scancode.SDL_SCANCODE_F7);
INTERNAL_xnaMap.Add((int) Keys.F8,SDL.SDL_Scancode.SDL_SCANCODE_F8);
INTERNAL_xnaMap.Add((int) Keys.F9,SDL.SDL_Scancode.SDL_SCANCODE_F9);
INTERNAL_xnaMap.Add((int) Keys.F10,SDL.SDL_Scancode.SDL_SCANCODE_F10);
INTERNAL_xnaMap.Add((int) Keys.F11,SDL.SDL_Scancode.SDL_SCANCODE_F11);
INTERNAL_xnaMap.Add((int) Keys.F12,SDL.SDL_Scancode.SDL_SCANCODE_F12);
INTERNAL_xnaMap.Add((int) Keys.F13,SDL.SDL_Scancode.SDL_SCANCODE_F13);
INTERNAL_xnaMap.Add((int) Keys.F14,SDL.SDL_Scancode.SDL_SCANCODE_F14);
INTERNAL_xnaMap.Add((int) Keys.F15,SDL.SDL_Scancode.SDL_SCANCODE_F15);
INTERNAL_xnaMap.Add((int) Keys.F16,SDL.SDL_Scancode.SDL_SCANCODE_F16);
INTERNAL_xnaMap.Add((int) Keys.F17,SDL.SDL_Scancode.SDL_SCANCODE_F17);
INTERNAL_xnaMap.Add((int) Keys.F18,SDL.SDL_Scancode.SDL_SCANCODE_F18);
INTERNAL_xnaMap.Add((int) Keys.F19,SDL.SDL_Scancode.SDL_SCANCODE_F19);
INTERNAL_xnaMap.Add((int) Keys.F20,SDL.SDL_Scancode.SDL_SCANCODE_F20);
INTERNAL_xnaMap.Add((int) Keys.F21,SDL.SDL_Scancode.SDL_SCANCODE_F21);
INTERNAL_xnaMap.Add((int) Keys.F22,SDL.SDL_Scancode.SDL_SCANCODE_F22);
INTERNAL_xnaMap.Add((int) Keys.F23,SDL.SDL_Scancode.SDL_SCANCODE_F23);
INTERNAL_xnaMap.Add((int) Keys.F24,SDL.SDL_Scancode.SDL_SCANCODE_F24);
INTERNAL_xnaMap.Add((int) Keys.Space,SDL.SDL_Scancode.SDL_SCANCODE_SPACE);
INTERNAL_xnaMap.Add((int) Keys.Up,SDL.SDL_Scancode.SDL_SCANCODE_UP);
INTERNAL_xnaMap.Add((int) Keys.Down,SDL.SDL_Scancode.SDL_SCANCODE_DOWN);
INTERNAL_xnaMap.Add((int) Keys.Left,SDL.SDL_Scancode.SDL_SCANCODE_LEFT);
INTERNAL_xnaMap.Add((int) Keys.Right,SDL.SDL_Scancode.SDL_SCANCODE_RIGHT);
INTERNAL_xnaMap.Add((int) Keys.LeftAlt,SDL.SDL_Scancode.SDL_SCANCODE_LALT);
INTERNAL_xnaMap.Add((int) Keys.RightAlt,SDL.SDL_Scancode.SDL_SCANCODE_RALT);
INTERNAL_xnaMap.Add((int) Keys.LeftControl,SDL.SDL_Scancode.SDL_SCANCODE_LCTRL);
INTERNAL_xnaMap.Add((int) Keys.RightControl,SDL.SDL_Scancode.SDL_SCANCODE_RCTRL);
INTERNAL_xnaMap.Add((int) Keys.LeftWindows,SDL.SDL_Scancode.SDL_SCANCODE_LGUI);
INTERNAL_xnaMap.Add((int) Keys.RightWindows,SDL.SDL_Scancode.SDL_SCANCODE_RGUI);
INTERNAL_xnaMap.Add((int) Keys.LeftShift,SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT);
INTERNAL_xnaMap.Add((int) Keys.RightShift,SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT);
INTERNAL_xnaMap.Add((int) Keys.Apps,SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION);
INTERNAL_xnaMap.Add((int) Keys.OemQuestion,SDL.SDL_Scancode.SDL_SCANCODE_SLASH);
INTERNAL_xnaMap.Add((int) Keys.OemBackslash,SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH);
INTERNAL_xnaMap.Add((int) Keys.OemOpenBrackets,SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET);
INTERNAL_xnaMap.Add((int) Keys.OemCloseBrackets,SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET);
INTERNAL_xnaMap.Add((int) Keys.CapsLock,SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK);
INTERNAL_xnaMap.Add((int) Keys.OemComma,SDL.SDL_Scancode.SDL_SCANCODE_COMMA);
INTERNAL_xnaMap.Add((int) Keys.Delete,SDL.SDL_Scancode.SDL_SCANCODE_DELETE);
INTERNAL_xnaMap.Add((int) Keys.End,SDL.SDL_Scancode.SDL_SCANCODE_END);
INTERNAL_xnaMap.Add((int) Keys.Back,SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE);
INTERNAL_xnaMap.Add((int) Keys.Enter,SDL.SDL_Scancode.SDL_SCANCODE_RETURN);
INTERNAL_xnaMap.Add((int) Keys.Escape,SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE);
INTERNAL_xnaMap.Add((int) Keys.Home,SDL.SDL_Scancode.SDL_SCANCODE_HOME);
INTERNAL_xnaMap.Add((int) Keys.Insert,SDL.SDL_Scancode.SDL_SCANCODE_INSERT);
INTERNAL_xnaMap.Add((int) Keys.OemMinus,SDL.SDL_Scancode.SDL_SCANCODE_MINUS);
INTERNAL_xnaMap.Add((int) Keys.NumLock,SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR);
INTERNAL_xnaMap.Add((int) Keys.PageUp,SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP);
INTERNAL_xnaMap.Add((int) Keys.PageDown,SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN);
INTERNAL_xnaMap.Add((int) Keys.Pause,SDL.SDL_Scancode.SDL_SCANCODE_PAUSE);
INTERNAL_xnaMap.Add((int) Keys.OemPeriod,SDL.SDL_Scancode.SDL_SCANCODE_PERIOD);
INTERNAL_xnaMap.Add((int) Keys.OemPlus,SDL.SDL_Scancode.SDL_SCANCODE_EQUALS);
INTERNAL_xnaMap.Add((int) Keys.PrintScreen,SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN);
INTERNAL_xnaMap.Add((int) Keys.OemQuotes,SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE);
INTERNAL_xnaMap.Add((int) Keys.Scroll,SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK);
INTERNAL_xnaMap.Add((int) Keys.OemSemicolon,SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON);
INTERNAL_xnaMap.Add((int) Keys.Sleep,SDL.SDL_Scancode.SDL_SCANCODE_SLEEP);
INTERNAL_xnaMap.Add((int) Keys.Tab,SDL.SDL_Scancode.SDL_SCANCODE_TAB);
INTERNAL_xnaMap.Add((int) Keys.OemTilde,SDL.SDL_Scancode.SDL_SCANCODE_GRAVE);
INTERNAL_xnaMap.Add((int) Keys.None,SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN);
}
#endregion
#region Public SDL2<->XNA Key Conversion Methods
public static Keys ToXNA(SDL.SDL_Keycode key)
{
Keys retVal;
if (INTERNAL_keyMap.TryGetValue((int) key, out retVal))
{
return retVal;
}
else
{
System.Console.WriteLine("KEY MISSING FROM SDL2->XNA DICTIONARY: " + key.ToString());
return Keys.None;
}
}
public static Keys ToXNA(SDL.SDL_Scancode key)
{
Keys retVal;
if (INTERNAL_scanMap.TryGetValue((int) key, out retVal))
{
return retVal;
}
else
{
System.Console.WriteLine("SCANCODE MISSING FROM SDL2->XNA DICTIONARY: " + key.ToString());
return Keys.None;
}
}
public static Keys KeyFromScancode(Keys scancode)
{
SDL.SDL_Scancode retVal;
if (INTERNAL_xnaMap.TryGetValue((int) scancode, out retVal))
{
return INTERNAL_keyMap[(int) SDL.SDL_GetKeyFromScancode(retVal)];
}
else
{
System.Console.WriteLine("SCANCODE MISSING FROM XNA->SDL2 DICTIONARY: " + scancode.ToString());
return Keys.None;
}
}
#endregion
}
}
src/SDL2/SDL2_FNAPlatform.cs
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#region Using Statements
using System;
using System.IO;
using System.Text;
using System.Collections.Generic;
using System.Runtime.InteropServices;
// Controller device management
else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED)
{
GamePad.INTERNAL_AddInstance(evt.cdevice.which);
INTERNAL_AddInstance(evt.cdevice.which);
}
else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED)
{
GamePad.INTERNAL_RemoveInstance(evt.cdevice.which);
INTERNAL_RemoveInstance(evt.cdevice.which);
}
// Text Input
SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED,
SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED
) == 1) {
GamePad.INTERNAL_AddInstance(evt[0].cdevice.which);
INTERNAL_AddInstance(evt[0].cdevice.which);
}
}
}
return osConfigDir;
}
throw new Exception("StorageDevice: Platform.OSVersion not handled!");
throw new NotSupportedException("Unhandled SDL2 platform!");
}
public static bool IsStoragePathConnected(string path)
return false;
}
}
throw new Exception("StorageDevice: Platform.OSVersion not handled!");
throw new NotSupportedException("Unhandled SDL2 platform");
}
public static void Log(string Message)
#endregion
#region GamePad Backend
private enum HapticType
{
Simple = 0,
LeftRight = 1,
LeftRightMacHack = 2
}
// Controller device information
private static IntPtr[] INTERNAL_devices = new IntPtr[GamePad.GAMEPAD_COUNT];
private static Dictionary<int, int> INTERNAL_instanceList = new Dictionary<int, int>();
private static string[] INTERNAL_guids = GenStringArray();
// Haptic device information
private static IntPtr[] INTERNAL_haptics = new IntPtr[GamePad.GAMEPAD_COUNT];
private static HapticType[] INTERNAL_hapticTypes = new HapticType[GamePad.GAMEPAD_COUNT];
// Light bar information
private static string[] INTERNAL_lightBars = GenStringArray();
// Cached GamePadStates/Capabilities
private static GamePadState[] INTERNAL_states = new GamePadState[GamePad.GAMEPAD_COUNT];
private static GamePadCapabilities[] INTERNAL_capabilities = new GamePadCapabilities[GamePad.GAMEPAD_COUNT];
// We use this to apply XInput-like rumble effects.
private static SDL.SDL_HapticEffect INTERNAL_leftRightEffect = new SDL.SDL_HapticEffect
{
type = SDL.SDL_HAPTIC_LEFTRIGHT,
leftright = new SDL.SDL_HapticLeftRight
{
type = SDL.SDL_HAPTIC_LEFTRIGHT,
length = SDL.SDL_HAPTIC_INFINITY,
large_magnitude = ushort.MaxValue,
small_magnitude = ushort.MaxValue
}
};
// We use this to get left/right support on OSX via a nice driver workaround!
private static ushort[] leftRightMacHackData = {0, 0};
private static GCHandle leftRightMacHackPArry = GCHandle.Alloc(leftRightMacHackData, GCHandleType.Pinned);
private static IntPtr leftRightMacHackPtr = leftRightMacHackPArry.AddrOfPinnedObject();
private static SDL.SDL_HapticEffect INTERNAL_leftRightMacHackEffect = new SDL.SDL_HapticEffect
{
type = SDL.SDL_HAPTIC_CUSTOM,
custom = new SDL.SDL_HapticCustom
{
type = SDL.SDL_HAPTIC_CUSTOM,
length = SDL.SDL_HAPTIC_INFINITY,
channels = 2,
period = 1,
samples = 2,
data = leftRightMacHackPtr
}
};
// FIXME: SDL_GameController config input inversion!
private static float invertAxis = Environment.GetEnvironmentVariable(
"FNA_WORKAROUND_INVERT_YAXIS"
) == "1" ? -1.0f : 1.0f;
public static GamePadCapabilities GetGamePadCapabilities(int index)
{
if (INTERNAL_devices[index] == IntPtr.Zero)
{
return new GamePadCapabilities();
}
return INTERNAL_capabilities[index];
}
public static GamePadState GetGamePadState(int index, GamePadDeadZone deadZoneMode)
{
IntPtr device = INTERNAL_devices[index];
if (device == IntPtr.Zero)
{
return new GamePadState();
}
// Do not attempt to understand this number at all costs!
const float DeadZoneSize = 0.27f;
// The "master" button state is built from this.
Buttons gc_buttonState = (Buttons) 0;
// Sticks
GamePadThumbSticks gc_sticks = new GamePadThumbSticks(
new Vector2(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY
) / -32768.0f * invertAxis
),
new Vector2(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY
) / -32768.0f * invertAxis
),
deadZoneMode
);
gc_buttonState |= READ_StickToButtons(
gc_sticks.Left,
Buttons.LeftThumbstickLeft,
Buttons.LeftThumbstickRight,
Buttons.LeftThumbstickUp,
Buttons.LeftThumbstickDown,
DeadZoneSize
);
gc_buttonState |= READ_StickToButtons(
gc_sticks.Right,
Buttons.RightThumbstickLeft,
Buttons.RightThumbstickRight,
Buttons.RightThumbstickUp,
Buttons.RightThumbstickDown,
DeadZoneSize
);
// Triggers
GamePadTriggers gc_triggers = new GamePadTriggers(
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT
) / 32768.0f,
(float) SDL.SDL_GameControllerGetAxis(
device,
SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
) / 32768.0f
);
gc_buttonState |= READ_TriggerToButton(
gc_triggers.Left,
Buttons.LeftTrigger,
DeadZoneSize
);
gc_buttonState |= READ_TriggerToButton(
gc_triggers.Right,
Buttons.RightTrigger,
DeadZoneSize
);
// Buttons
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A) != 0)
{
gc_buttonState |= Buttons.A;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B) != 0)
{
gc_buttonState |= Buttons.B;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X) != 0)
{
gc_buttonState |= Buttons.X;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y) != 0)
{
gc_buttonState |= Buttons.Y;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK) != 0)
{
gc_buttonState |= Buttons.Back;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE) != 0)
{
gc_buttonState |= Buttons.BigButton;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START) != 0)
{
gc_buttonState |= Buttons.Start;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK) != 0)
{
gc_buttonState |= Buttons.LeftStick;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK) != 0)
{
gc_buttonState |= Buttons.RightStick;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER) != 0)
{
gc_buttonState |= Buttons.LeftShoulder;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) != 0)
{
gc_buttonState |= Buttons.RightShoulder;
}
// DPad
GamePadDPad gc_dpad;
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP) != 0)
{
gc_buttonState |= Buttons.DPadUp;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN) != 0)
{
gc_buttonState |= Buttons.DPadDown;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT) != 0)
{
gc_buttonState |= Buttons.DPadLeft;
}
if (SDL.SDL_GameControllerGetButton(device, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT) != 0)
{
gc_buttonState |= Buttons.DPadRight;
}
gc_dpad = new GamePadDPad(gc_buttonState);
// Compile the master buttonstate
GamePadButtons gc_buttons = new GamePadButtons(gc_buttonState);
// Build the GamePadState, increment PacketNumber if state changed.
GamePadState gc_builtState = new GamePadState(
gc_sticks,
gc_triggers,
gc_buttons,
gc_dpad
);
gc_builtState.IsConnected = true;
gc_builtState.PacketNumber = INTERNAL_states[index].PacketNumber;
if (gc_builtState != INTERNAL_states[index])
{
gc_builtState.PacketNumber += 1;
INTERNAL_states[index] = gc_builtState;
}
return gc_builtState;
}
public static bool SetGamePadVibration(int index, float leftMotor, float rightMotor)
{
IntPtr haptic = INTERNAL_haptics[index];
HapticType type = INTERNAL_hapticTypes[index];
if (haptic == IntPtr.Zero)
{
return false;
}
if (leftMotor <= 0.0f && rightMotor <= 0.0f)
{
SDL.SDL_HapticStopAll(haptic);
}
else if (type == HapticType.LeftRight)
{
INTERNAL_leftRightEffect.leftright.large_magnitude = (ushort) (65535.0f * leftMotor);
INTERNAL_leftRightEffect.leftright.small_magnitude = (ushort) (65535.0f * rightMotor);
SDL.SDL_HapticUpdateEffect(
haptic,
0,
ref INTERNAL_leftRightEffect
);
SDL.SDL_HapticRunEffect(
haptic,
0,
1
);
}
else if (type == HapticType.LeftRightMacHack)
{
leftRightMacHackData[0] = (ushort) (65535.0f * leftMotor);
leftRightMacHackData[1] = (ushort) (65535.0f * rightMotor);
SDL.SDL_HapticUpdateEffect(
haptic,
0,
ref INTERNAL_leftRightMacHackEffect
);
SDL.SDL_HapticRunEffect(
haptic,
0,
1
);
}
else
{
SDL.SDL_HapticRumblePlay(
haptic,
Math.Max(leftMotor, rightMotor),
SDL.SDL_HAPTIC_INFINITY // Oh dear...
);
}
return true;
}
public static string GetGamePadGUID(int index)
{
return INTERNAL_guids[index];
}
public static void SetGamePadLightBar(int index, Color color)
{
if (String.IsNullOrEmpty(INTERNAL_lightBars[index]))
{
return;
}
string baseDir = INTERNAL_lightBars[index];
try
{
File.WriteAllText(baseDir + "red/brightness", color.R.ToString());
File.WriteAllText(baseDir + "green/brightness", color.G.ToString());
File.WriteAllText(baseDir + "blue/brightness", color.B.ToString());
}
catch
{
// If something went wrong, assume the worst and just remove it.
INTERNAL_lightBars[index] = String.Empty;
}
}
private static void INTERNAL_AddInstance(int dev)
{
int which = -1;
for (int i = 0; i < INTERNAL_devices.Length; i += 1)
{
if (INTERNAL_devices[i] == IntPtr.Zero)
{
which = i;
break;
}
}
if (which == -1)
{
return; // Ignoring more than 4 controllers.
}
// Clear the error buffer. We're about to do a LOT of dangerous stuff.
SDL.SDL_ClearError();
// Open the device!
INTERNAL_devices[which] = SDL.SDL_GameControllerOpen(dev);
// We use this when dealing with Haptic/GUID initialization.
IntPtr thisJoystick = SDL.SDL_GameControllerGetJoystick(INTERNAL_devices[which]);
// Pair up the instance ID to the player index.
// FIXME: Remove check after 2.0.4? -flibit
int thisInstance = SDL.SDL_JoystickInstanceID(thisJoystick);
if (INTERNAL_instanceList.ContainsKey(thisInstance))
{
// Duplicate? Usually this is OSX being dumb, but...?
INTERNAL_devices[which] = IntPtr.Zero;
return;
}
INTERNAL_instanceList.Add(thisInstance, which);
// Start with a fresh state.
INTERNAL_states[which] = new GamePadState();
INTERNAL_states[which].IsConnected = true;
// Initialize the haptics for the joystick, if applicable.
if (SDL.SDL_JoystickIsHaptic(thisJoystick) == 1)
{
INTERNAL_haptics[which] = SDL.SDL_HapticOpenFromJoystick(thisJoystick);
if (INTERNAL_haptics[which] == IntPtr.Zero)
{
System.Console.WriteLine("HAPTIC OPEN ERROR: " + SDL.SDL_GetError());
}
}
if (INTERNAL_haptics[which] != IntPtr.Zero)
{
if (OSVersion.Equals("Mac OS X") &&
SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.LeftRightMacHack;
SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect);
}
else if (!OSVersion.Equals("Mac OS X") &&
SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.LeftRight;
SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect);
}
else if (SDL.SDL_HapticRumbleSupported(INTERNAL_haptics[which]) == 1)
{
INTERNAL_hapticTypes[which] = HapticType.Simple;
SDL.SDL_HapticRumbleInit(INTERNAL_haptics[which]);
}
else
{
// We can't even play simple rumble, this haptic device is useless to us.
SDL.SDL_HapticClose(INTERNAL_haptics[which]);
INTERNAL_haptics[which] = IntPtr.Zero;
}
}
// An SDL_GameController _should_ always be complete...
INTERNAL_capabilities[which] = new GamePadCapabilities()
{
IsConnected = true,
HasAButton = true,
HasBButton = true,
HasXButton = true,
HasYButton = true,
HasBackButton = true,
HasStartButton = true,
HasDPadDownButton = true,
HasDPadLeftButton = true,
HasDPadRightButton = true,
HasDPadUpButton = true,
HasLeftShoulderButton = true,
HasRightShoulderButton = true,
HasLeftStickButton = true,
HasRightStickButton = true,
HasLeftTrigger = true,
HasRightTrigger = true,
HasLeftXThumbStick = true,
HasLeftYThumbStick = true,
HasRightXThumbStick = true,
HasRightYThumbStick = true,
HasBigButton = true,
HasLeftVibrationMotor = INTERNAL_haptics[which] != IntPtr.Zero,
HasRightVibrationMotor = INTERNAL_haptics[which] != IntPtr.Zero,
HasVoiceSupport = false
};
// Store the GUID string for this device
StringBuilder result = new StringBuilder();
byte[] resChar = new byte[33]; // FIXME: Sort of arbitrary.
SDL.SDL_JoystickGetGUIDString(
SDL.SDL_JoystickGetGUID(thisJoystick),
resChar,
resChar.Length
);
if (OSVersion.Equals("Linux"))
{
result.Append((char) resChar[8]);
result.Append((char) resChar[9]);
result.Append((char) resChar[10]);
result.Append((char) resChar[11]);
result.Append((char) resChar[16]);
result.Append((char) resChar[17]);
result.Append((char) resChar[18]);
result.Append((char) resChar[19]);
}
else if (OSVersion.Equals("Mac OS X"))
{
result.Append((char) resChar[0]);
result.Append((char) resChar[1]);
result.Append((char) resChar[2]);
result.Append((char) resChar[3]);
result.Append((char) resChar[16]);
result.Append((char) resChar[17]);
result.Append((char) resChar[18]);
result.Append((char) resChar[19]);
}
else if (OSVersion.Equals("Windows"))
{
bool isXInput = true;
foreach (byte b in resChar)
{
if (((char) b) != '0' && b != 0)
{
isXInput = false;
break;
}
}
if (isXInput)
{
result.Append("xinput");
}
else
{
result.Append((char) resChar[0]);
result.Append((char) resChar[1]);
result.Append((char) resChar[2]);
result.Append((char) resChar[3]);
result.Append((char) resChar[4]);
result.Append((char) resChar[5]);
result.Append((char) resChar[6]);
result.Append((char) resChar[7]);
}
}
else
{
throw new NotSupportedException("Unhandled SDL2 platform!");
}
INTERNAL_guids[which] = result.ToString();
// Initialize light bar
if (OSVersion.Equals("Linux") &&
INTERNAL_guids[which].Equals("4c05c405"))
{
// Get all of the individual PS4 LED instances
List<string> ledList = new List<string>();
string[] dirs = Directory.GetDirectories("/sys/class/leds/");
foreach (string dir in dirs)
{
if (dir.Contains("054C:05C4") &&
dir.EndsWith("blue"))
{
ledList.Add(dir.Substring(0, dir.LastIndexOf(':') + 1));
}
}
// Find how many of these are already in use
int numLights = 0;
for (int i = 0; i < INTERNAL_lightBars.Length; i += 1)
{
if (!String.IsNullOrEmpty(INTERNAL_lightBars[i]))
{
numLights += 1;
}
}
// If all are not already in use, use the first unused light
if (numLights < ledList.Count)
{
INTERNAL_lightBars[which] = ledList[numLights];
}
}
// Print controller information to stdout.
System.Console.WriteLine(
"Controller " + which.ToString() + ": " +
SDL.SDL_GameControllerName(INTERNAL_devices[which])
);
}
private static void INTERNAL_RemoveInstance(int dev)
{
int output;
if (!INTERNAL_instanceList.TryGetValue(dev, out output))
{
// Odds are, this is controller 5+ getting removed.
return;
}
INTERNAL_instanceList.Remove(dev);
if (INTERNAL_haptics[output] != IntPtr.Zero)
{
SDL.SDL_HapticClose(INTERNAL_haptics[output]);
INTERNAL_haptics[output] = IntPtr.Zero;
}
SDL.SDL_GameControllerClose(INTERNAL_devices[output]);
INTERNAL_devices[output] = IntPtr.Zero;
INTERNAL_states[output] = new GamePadState();
INTERNAL_guids[output] = String.Empty;
// A lot of errors can happen here, but honestly, they can be ignored...
SDL.SDL_ClearError();
System.Console.WriteLine("Removed device, player: " + output.ToString());
}
// GetState can convert stick values to button values
private static Buttons READ_StickToButtons(Vector2 stick, Buttons left, Buttons right, Buttons up , Buttons down, float DeadZoneSize)
{
Buttons b = (Buttons) 0;
if (stick.X > DeadZoneSize)
{
b |= right;
}
if (stick.X < -DeadZoneSize)
{
b |= left;
}
if (stick.Y > DeadZoneSize)
{
b |= up;
}
if (stick.Y < -DeadZoneSize)
{
b |= down;
}
return b;
}
// GetState can convert trigger values to button values
private static Buttons READ_TriggerToButton(float trigger, Buttons button, float DeadZoneSize)
{
Buttons b = (Buttons) 0;
if (trigger > DeadZoneSize)
{
b |= button;
}
return b;
}
private static string[] GenStringArray()
{
string[] result = new string[GamePad.GAMEPAD_COUNT];
for (int i = 0; i < result.Length; i += 1)
{
result[i] = String.Empty;
}
return result;
}
#endregion
#region Private Static SDL_Surface Interop
private static unsafe IntPtr INTERNAL_convertSurfaceFormat(IntPtr surface)
src/SDL2/SDL2_KeyboardUtil.cs
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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System.Collections.Generic;
using SDL2;
#endregion
namespace Microsoft.Xna.Framework.Input
{
internal static class SDL2_KeyboardUtil
{
#region Private SDL2->XNA Key Hashmaps
/* From: http://blogs.msdn.com/b/shawnhar/archive/2007/07/02/twin-paths-to-garbage-collector-nirvana.aspx
* "If you use an enum type as a dictionary key, internal dictionary operations will cause boxing.
* You can avoid this by using integer keys, and casting your enum values to ints before adding
* them to the dictionary."
*/
private static Dictionary<int, Keys> INTERNAL_keyMap;
private static Dictionary<int, Keys> INTERNAL_scanMap;
private static Dictionary<int, SDL.SDL_Scancode> INTERNAL_xnaMap;
#endregion
#region Hashmap Initializer Constructor
static SDL2_KeyboardUtil()
{
// Create the dictionaries...
INTERNAL_keyMap = new Dictionary<int, Keys>();
INTERNAL_scanMap = new Dictionary<int, Keys>();
INTERNAL_xnaMap = new Dictionary<int, SDL.SDL_Scancode>();
// Then fill them with known keys that match up to XNA Keys.
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_a,Keys.A);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_b,Keys.B);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_c,Keys.C);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_d,Keys.D);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_e,Keys.E);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_f,Keys.F);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_g,Keys.G);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_h,Keys.H);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_i,Keys.I);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_j,Keys.J);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_k,Keys.K);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_l,Keys.L);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_m,Keys.M);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_n,Keys.N);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_o,Keys.O);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_p,Keys.P);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_q,Keys.Q);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_r,Keys.R);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_s,Keys.S);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_t,Keys.T);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_u,Keys.U);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_v,Keys.V);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_w,Keys.W);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_x,Keys.X);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_y,Keys.Y);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_z,Keys.Z);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_0,Keys.D0);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_1,Keys.D1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_2,Keys.D2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_3,Keys.D3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_4,Keys.D4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_5,Keys.D5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_6,Keys.D6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_7,Keys.D7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_8,Keys.D8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_9,Keys.D9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_0,Keys.NumPad0);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_1,Keys.NumPad1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_2,Keys.NumPad2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_3,Keys.NumPad3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_4,Keys.NumPad4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_5,Keys.NumPad5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_6,Keys.NumPad6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_7,Keys.NumPad7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_8,Keys.NumPad8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_9,Keys.NumPad9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_CLEAR,Keys.OemClear);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_DECIMAL,Keys.Decimal);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_DIVIDE,Keys.Divide);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_ENTER,Keys.Enter);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_MINUS,Keys.Subtract);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_MULTIPLY,Keys.Multiply);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_PERIOD,Keys.OemPeriod);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_KP_PLUS,Keys.Add);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F1,Keys.F1);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F2,Keys.F2);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F3,Keys.F3);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F4,Keys.F4);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F5,Keys.F5);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F6,Keys.F6);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F7,Keys.F7);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F8,Keys.F8);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F9,Keys.F9);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F10,Keys.F10);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F11,Keys.F11);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F12,Keys.F12);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F13,Keys.F13);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F14,Keys.F14);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F15,Keys.F15);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F16,Keys.F16);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F17,Keys.F17);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F18,Keys.F18);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F19,Keys.F19);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F20,Keys.F20);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F21,Keys.F21);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F22,Keys.F22);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F23,Keys.F23);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_F24,Keys.F24);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SPACE,Keys.Space);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_UP,Keys.Up);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_DOWN,Keys.Down);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LEFT,Keys.Left);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RIGHT,Keys.Right);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LALT,Keys.LeftAlt);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RALT,Keys.RightAlt);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LCTRL,Keys.LeftControl);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RCTRL,Keys.RightControl);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LGUI,Keys.LeftWindows);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RGUI,Keys.RightWindows);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LSHIFT,Keys.LeftShift);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RSHIFT,Keys.RightShift);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_APPLICATION,Keys.Apps);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SLASH,Keys.OemQuestion);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKSLASH,Keys.OemBackslash);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_LEFTBRACKET,Keys.OemOpenBrackets);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RIGHTBRACKET,Keys.OemCloseBrackets);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_CAPSLOCK,Keys.CapsLock);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_COMMA,Keys.OemComma);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_DELETE,Keys.Delete);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_END,Keys.End);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKSPACE,Keys.Back);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_RETURN,Keys.Enter);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_ESCAPE,Keys.Escape);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_HOME,Keys.Home);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_INSERT,Keys.Insert);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_MINUS,Keys.OemMinus);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_NUMLOCKCLEAR,Keys.NumLock);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAGEUP,Keys.PageUp);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAGEDOWN,Keys.PageDown);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PAUSE,Keys.Pause);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PERIOD,Keys.OemPeriod);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_EQUALS,Keys.OemPlus);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_PRINTSCREEN,Keys.PrintScreen);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_QUOTE,Keys.OemQuotes);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SCROLLLOCK,Keys.Scroll);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SEMICOLON,Keys.OemSemicolon);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_SLEEP,Keys.Sleep);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_TAB,Keys.Tab);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_BACKQUOTE,Keys.OemTilde);
INTERNAL_keyMap.Add((int) SDL.SDL_Keycode.SDLK_UNKNOWN,Keys.None);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_A,Keys.A);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_B,Keys.B);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_C,Keys.C);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_D,Keys.D);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_E,Keys.E);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F,Keys.F);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_G,Keys.G);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_H,Keys.H);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_I,Keys.I);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_J,Keys.J);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_K,Keys.K);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_L,Keys.L);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_M,Keys.M);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_N,Keys.N);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_O,Keys.O);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_P,Keys.P);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Q,Keys.Q);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_R,Keys.R);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_S,Keys.S);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_T,Keys.T);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_U,Keys.U);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_V,Keys.V);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_W,Keys.W);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_X,Keys.X);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Y,Keys.Y);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_Z,Keys.Z);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_0,Keys.D0);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_1,Keys.D1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_2,Keys.D2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_3,Keys.D3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_4,Keys.D4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_5,Keys.D5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_6,Keys.D6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_7,Keys.D7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_8,Keys.D8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_9,Keys.D9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_0,Keys.NumPad0);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_1,Keys.NumPad1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_2,Keys.NumPad2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_3,Keys.NumPad3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_4,Keys.NumPad4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_5,Keys.NumPad5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_6,Keys.NumPad6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_7,Keys.NumPad7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_8,Keys.NumPad8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_9,Keys.NumPad9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR,Keys.OemClear);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL,Keys.Decimal);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE,Keys.Divide);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_ENTER,Keys.Enter);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS,Keys.Subtract);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY,Keys.Multiply);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PERIOD,Keys.OemPeriod);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS,Keys.Add);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F1,Keys.F1);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F2,Keys.F2);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F3,Keys.F3);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F4,Keys.F4);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F5,Keys.F5);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F6,Keys.F6);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F7,Keys.F7);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F8,Keys.F8);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F9,Keys.F9);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F10,Keys.F10);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F11,Keys.F11);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F12,Keys.F12);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F13,Keys.F13);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F14,Keys.F14);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F15,Keys.F15);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F16,Keys.F16);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F17,Keys.F17);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F18,Keys.F18);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F19,Keys.F19);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F20,Keys.F20);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F21,Keys.F21);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F22,Keys.F22);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F23,Keys.F23);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_F24,Keys.F24);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SPACE,Keys.Space);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_UP,Keys.Up);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_DOWN,Keys.Down);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LEFT,Keys.Left);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHT,Keys.Right);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LALT,Keys.LeftAlt);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RALT,Keys.RightAlt);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LCTRL,Keys.LeftControl);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RCTRL,Keys.RightControl);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LGUI,Keys.LeftWindows);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RGUI,Keys.RightWindows);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT,Keys.LeftShift);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT,Keys.RightShift);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION,Keys.Apps);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SLASH,Keys.OemQuestion);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH,Keys.OemBackslash);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET,Keys.OemOpenBrackets);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET,Keys.OemCloseBrackets);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK,Keys.CapsLock);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_COMMA,Keys.OemComma);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_DELETE,Keys.Delete);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_END,Keys.End);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE,Keys.Back);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_RETURN,Keys.Enter);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE,Keys.Escape);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_HOME,Keys.Home);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_INSERT,Keys.Insert);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_MINUS,Keys.OemMinus);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR,Keys.NumLock);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP,Keys.PageUp);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN,Keys.PageDown);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PAUSE,Keys.Pause);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PERIOD,Keys.OemPeriod);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_EQUALS,Keys.OemPlus);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN,Keys.PrintScreen);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE,Keys.OemQuotes);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK,Keys.Scroll);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON,Keys.OemSemicolon);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_SLEEP,Keys.Sleep);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_TAB,Keys.Tab);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_GRAVE,Keys.OemTilde);
INTERNAL_scanMap.Add((int) SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN,Keys.None);
// Also, fill up another with the reverse, for scancode->keycode lookups
INTERNAL_xnaMap.Add((int) Keys.A,SDL.SDL_Scancode.SDL_SCANCODE_A);
INTERNAL_xnaMap.Add((int) Keys.B,SDL.SDL_Scancode.SDL_SCANCODE_B);
INTERNAL_xnaMap.Add((int) Keys.C,SDL.SDL_Scancode.SDL_SCANCODE_C);
INTERNAL_xnaMap.Add((int) Keys.D,SDL.SDL_Scancode.SDL_SCANCODE_D);
INTERNAL_xnaMap.Add((int) Keys.E,SDL.SDL_Scancode.SDL_SCANCODE_E);
INTERNAL_xnaMap.Add((int) Keys.F,SDL.SDL_Scancode.SDL_SCANCODE_F);
INTERNAL_xnaMap.Add((int) Keys.G,SDL.SDL_Scancode.SDL_SCANCODE_G);
INTERNAL_xnaMap.Add((int) Keys.H,SDL.SDL_Scancode.SDL_SCANCODE_H);
INTERNAL_xnaMap.Add((int) Keys.I,SDL.SDL_Scancode.SDL_SCANCODE_I);
INTERNAL_xnaMap.Add((int) Keys.J,SDL.SDL_Scancode.SDL_SCANCODE_J);
INTERNAL_xnaMap.Add((int) Keys.K,SDL.SDL_Scancode.SDL_SCANCODE_K);
INTERNAL_xnaMap.Add((int) Keys.L,SDL.SDL_Scancode.SDL_SCANCODE_L);
INTERNAL_xnaMap.Add((int) Keys.M,SDL.SDL_Scancode.SDL_SCANCODE_M);
INTERNAL_xnaMap.Add((int) Keys.N,SDL.SDL_Scancode.SDL_SCANCODE_N);
INTERNAL_xnaMap.Add((int) Keys.O,SDL.SDL_Scancode.SDL_SCANCODE_O);
INTERNAL_xnaMap.Add((int) Keys.P,SDL.SDL_Scancode.SDL_SCANCODE_P);
INTERNAL_xnaMap.Add((int) Keys.Q,SDL.SDL_Scancode.SDL_SCANCODE_Q);
INTERNAL_xnaMap.Add((int) Keys.R,SDL.SDL_Scancode.SDL_SCANCODE_R);
INTERNAL_xnaMap.Add((int) Keys.S,SDL.SDL_Scancode.SDL_SCANCODE_S);
INTERNAL_xnaMap.Add((int) Keys.T,SDL.SDL_Scancode.SDL_SCANCODE_T);
INTERNAL_xnaMap.Add((int) Keys.U,SDL.SDL_Scancode.SDL_SCANCODE_U);
INTERNAL_xnaMap.Add((int) Keys.V,SDL.SDL_Scancode.SDL_SCANCODE_V);
INTERNAL_xnaMap.Add((int) Keys.W,SDL.SDL_Scancode.SDL_SCANCODE_W);
INTERNAL_xnaMap.Add((int) Keys.X,SDL.SDL_Scancode.SDL_SCANCODE_X);
INTERNAL_xnaMap.Add((int) Keys.Y,SDL.SDL_Scancode.SDL_SCANCODE_Y);
INTERNAL_xnaMap.Add((int) Keys.Z,SDL.SDL_Scancode.SDL_SCANCODE_Z);
INTERNAL_xnaMap.Add((int) Keys.D0,SDL.SDL_Scancode.SDL_SCANCODE_0);
INTERNAL_xnaMap.Add((int) Keys.D1,SDL.SDL_Scancode.SDL_SCANCODE_1);
INTERNAL_xnaMap.Add((int) Keys.D2,SDL.SDL_Scancode.SDL_SCANCODE_2);
INTERNAL_xnaMap.Add((int) Keys.D3,SDL.SDL_Scancode.SDL_SCANCODE_3);
INTERNAL_xnaMap.Add((int) Keys.D4,SDL.SDL_Scancode.SDL_SCANCODE_4);
INTERNAL_xnaMap.Add((int) Keys.D5,SDL.SDL_Scancode.SDL_SCANCODE_5);
INTERNAL_xnaMap.Add((int) Keys.D6,SDL.SDL_Scancode.SDL_SCANCODE_6);
INTERNAL_xnaMap.Add((int) Keys.D7,SDL.SDL_Scancode.SDL_SCANCODE_7);
INTERNAL_xnaMap.Add((int) Keys.D8,SDL.SDL_Scancode.SDL_SCANCODE_8);
INTERNAL_xnaMap.Add((int) Keys.D9,SDL.SDL_Scancode.SDL_SCANCODE_9);
INTERNAL_xnaMap.Add((int) Keys.NumPad0,SDL.SDL_Scancode.SDL_SCANCODE_KP_0);
INTERNAL_xnaMap.Add((int) Keys.NumPad1,SDL.SDL_Scancode.SDL_SCANCODE_KP_1);
INTERNAL_xnaMap.Add((int) Keys.NumPad2,SDL.SDL_Scancode.SDL_SCANCODE_KP_2);
INTERNAL_xnaMap.Add((int) Keys.NumPad3,SDL.SDL_Scancode.SDL_SCANCODE_KP_3);
INTERNAL_xnaMap.Add((int) Keys.NumPad4,SDL.SDL_Scancode.SDL_SCANCODE_KP_4);
INTERNAL_xnaMap.Add((int) Keys.NumPad5,SDL.SDL_Scancode.SDL_SCANCODE_KP_5);
INTERNAL_xnaMap.Add((int) Keys.NumPad6,SDL.SDL_Scancode.SDL_SCANCODE_KP_6);
INTERNAL_xnaMap.Add((int) Keys.NumPad7,SDL.SDL_Scancode.SDL_SCANCODE_KP_7);
INTERNAL_xnaMap.Add((int) Keys.NumPad8,SDL.SDL_Scancode.SDL_SCANCODE_KP_8);
INTERNAL_xnaMap.Add((int) Keys.NumPad9,SDL.SDL_Scancode.SDL_SCANCODE_KP_9);
INTERNAL_xnaMap.Add((int) Keys.OemClear,SDL.SDL_Scancode.SDL_SCANCODE_KP_CLEAR);
INTERNAL_xnaMap.Add((int) Keys.Decimal,SDL.SDL_Scancode.SDL_SCANCODE_KP_DECIMAL);
INTERNAL_xnaMap.Add((int) Keys.Divide,SDL.SDL_Scancode.SDL_SCANCODE_KP_DIVIDE);
INTERNAL_xnaMap.Add((int) Keys.Multiply,SDL.SDL_Scancode.SDL_SCANCODE_KP_MULTIPLY);
INTERNAL_xnaMap.Add((int) Keys.Subtract,SDL.SDL_Scancode.SDL_SCANCODE_KP_MINUS);
INTERNAL_xnaMap.Add((int) Keys.Add,SDL.SDL_Scancode.SDL_SCANCODE_KP_PLUS);
INTERNAL_xnaMap.Add((int) Keys.F1,SDL.SDL_Scancode.SDL_SCANCODE_F1);
INTERNAL_xnaMap.Add((int) Keys.F2,SDL.SDL_Scancode.SDL_SCANCODE_F2);
INTERNAL_xnaMap.Add((int) Keys.F3,SDL.SDL_Scancode.SDL_SCANCODE_F3);
INTERNAL_xnaMap.Add((int) Keys.F4,SDL.SDL_Scancode.SDL_SCANCODE_F4);
INTERNAL_xnaMap.Add((int) Keys.F5,SDL.SDL_Scancode.SDL_SCANCODE_F5);
INTERNAL_xnaMap.Add((int) Keys.F6,SDL.SDL_Scancode.SDL_SCANCODE_F6);
INTERNAL_xnaMap.Add((int) Keys.F7,SDL.SDL_Scancode.SDL_SCANCODE_F7);
INTERNAL_xnaMap.Add((int) Keys.F8,SDL.SDL_Scancode.SDL_SCANCODE_F8);
INTERNAL_xnaMap.Add((int) Keys.F9,SDL.SDL_Scancode.SDL_SCANCODE_F9);
INTERNAL_xnaMap.Add((int) Keys.F10,SDL.SDL_Scancode.SDL_SCANCODE_F10);
INTERNAL_xnaMap.Add((int) Keys.F11,SDL.SDL_Scancode.SDL_SCANCODE_F11);
INTERNAL_xnaMap.Add((int) Keys.F12,SDL.SDL_Scancode.SDL_SCANCODE_F12);
INTERNAL_xnaMap.Add((int) Keys.F13,SDL.SDL_Scancode.SDL_SCANCODE_F13);
INTERNAL_xnaMap.Add((int) Keys.F14,SDL.SDL_Scancode.SDL_SCANCODE_F14);
INTERNAL_xnaMap.Add((int) Keys.F15,SDL.SDL_Scancode.SDL_SCANCODE_F15);
INTERNAL_xnaMap.Add((int) Keys.F16,SDL.SDL_Scancode.SDL_SCANCODE_F16);
INTERNAL_xnaMap.Add((int) Keys.F17,SDL.SDL_Scancode.SDL_SCANCODE_F17);
INTERNAL_xnaMap.Add((int) Keys.F18,SDL.SDL_Scancode.SDL_SCANCODE_F18);
INTERNAL_xnaMap.Add((int) Keys.F19,SDL.SDL_Scancode.SDL_SCANCODE_F19);
INTERNAL_xnaMap.Add((int) Keys.F20,SDL.SDL_Scancode.SDL_SCANCODE_F20);
INTERNAL_xnaMap.Add((int) Keys.F21,SDL.SDL_Scancode.SDL_SCANCODE_F21);
INTERNAL_xnaMap.Add((int) Keys.F22,SDL.SDL_Scancode.SDL_SCANCODE_F22);
INTERNAL_xnaMap.Add((int) Keys.F23,SDL.SDL_Scancode.SDL_SCANCODE_F23);
INTERNAL_xnaMap.Add((int) Keys.F24,SDL.SDL_Scancode.SDL_SCANCODE_F24);
INTERNAL_xnaMap.Add((int) Keys.Space,SDL.SDL_Scancode.SDL_SCANCODE_SPACE);
INTERNAL_xnaMap.Add((int) Keys.Up,SDL.SDL_Scancode.SDL_SCANCODE_UP);
INTERNAL_xnaMap.Add((int) Keys.Down,SDL.SDL_Scancode.SDL_SCANCODE_DOWN);
INTERNAL_xnaMap.Add((int) Keys.Left,SDL.SDL_Scancode.SDL_SCANCODE_LEFT);
INTERNAL_xnaMap.Add((int) Keys.Right,SDL.SDL_Scancode.SDL_SCANCODE_RIGHT);
INTERNAL_xnaMap.Add((int) Keys.LeftAlt,SDL.SDL_Scancode.SDL_SCANCODE_LALT);
INTERNAL_xnaMap.Add((int) Keys.RightAlt,SDL.SDL_Scancode.SDL_SCANCODE_RALT);
INTERNAL_xnaMap.Add((int) Keys.LeftControl,SDL.SDL_Scancode.SDL_SCANCODE_LCTRL);
INTERNAL_xnaMap.Add((int) Keys.RightControl,SDL.SDL_Scancode.SDL_SCANCODE_RCTRL);
INTERNAL_xnaMap.Add((int) Keys.LeftWindows,SDL.SDL_Scancode.SDL_SCANCODE_LGUI);
INTERNAL_xnaMap.Add((int) Keys.RightWindows,SDL.SDL_Scancode.SDL_SCANCODE_RGUI);
INTERNAL_xnaMap.Add((int) Keys.LeftShift,SDL.SDL_Scancode.SDL_SCANCODE_LSHIFT);
INTERNAL_xnaMap.Add((int) Keys.RightShift,SDL.SDL_Scancode.SDL_SCANCODE_RSHIFT);
INTERNAL_xnaMap.Add((int) Keys.Apps,SDL.SDL_Scancode.SDL_SCANCODE_APPLICATION);
INTERNAL_xnaMap.Add((int) Keys.OemQuestion,SDL.SDL_Scancode.SDL_SCANCODE_SLASH);
INTERNAL_xnaMap.Add((int) Keys.OemBackslash,SDL.SDL_Scancode.SDL_SCANCODE_BACKSLASH);
INTERNAL_xnaMap.Add((int) Keys.OemOpenBrackets,SDL.SDL_Scancode.SDL_SCANCODE_LEFTBRACKET);
INTERNAL_xnaMap.Add((int) Keys.OemCloseBrackets,SDL.SDL_Scancode.SDL_SCANCODE_RIGHTBRACKET);
INTERNAL_xnaMap.Add((int) Keys.CapsLock,SDL.SDL_Scancode.SDL_SCANCODE_CAPSLOCK);
INTERNAL_xnaMap.Add((int) Keys.OemComma,SDL.SDL_Scancode.SDL_SCANCODE_COMMA);
INTERNAL_xnaMap.Add((int) Keys.Delete,SDL.SDL_Scancode.SDL_SCANCODE_DELETE);
INTERNAL_xnaMap.Add((int) Keys.End,SDL.SDL_Scancode.SDL_SCANCODE_END);
INTERNAL_xnaMap.Add((int) Keys.Back,SDL.SDL_Scancode.SDL_SCANCODE_BACKSPACE);
INTERNAL_xnaMap.Add((int) Keys.Enter,SDL.SDL_Scancode.SDL_SCANCODE_RETURN);
INTERNAL_xnaMap.Add((int) Keys.Escape,SDL.SDL_Scancode.SDL_SCANCODE_ESCAPE);
INTERNAL_xnaMap.Add((int) Keys.Home,SDL.SDL_Scancode.SDL_SCANCODE_HOME);
INTERNAL_xnaMap.Add((int) Keys.Insert,SDL.SDL_Scancode.SDL_SCANCODE_INSERT);
INTERNAL_xnaMap.Add((int) Keys.OemMinus,SDL.SDL_Scancode.SDL_SCANCODE_MINUS);
INTERNAL_xnaMap.Add((int) Keys.NumLock,SDL.SDL_Scancode.SDL_SCANCODE_NUMLOCKCLEAR);
INTERNAL_xnaMap.Add((int) Keys.PageUp,SDL.SDL_Scancode.SDL_SCANCODE_PAGEUP);
INTERNAL_xnaMap.Add((int) Keys.PageDown,SDL.SDL_Scancode.SDL_SCANCODE_PAGEDOWN);
INTERNAL_xnaMap.Add((int) Keys.Pause,SDL.SDL_Scancode.SDL_SCANCODE_PAUSE);
INTERNAL_xnaMap.Add((int) Keys.OemPeriod,SDL.SDL_Scancode.SDL_SCANCODE_PERIOD);
INTERNAL_xnaMap.Add((int) Keys.OemPlus,SDL.SDL_Scancode.SDL_SCANCODE_EQUALS);
INTERNAL_xnaMap.Add((int) Keys.PrintScreen,SDL.SDL_Scancode.SDL_SCANCODE_PRINTSCREEN);
INTERNAL_xnaMap.Add((int) Keys.OemQuotes,SDL.SDL_Scancode.SDL_SCANCODE_APOSTROPHE);
INTERNAL_xnaMap.Add((int) Keys.Scroll,SDL.SDL_Scancode.SDL_SCANCODE_SCROLLLOCK);
INTERNAL_xnaMap.Add((int) Keys.OemSemicolon,SDL.SDL_Scancode.SDL_SCANCODE_SEMICOLON);
INTERNAL_xnaMap.Add((int) Keys.Sleep,SDL.SDL_Scancode.SDL_SCANCODE_SLEEP);
INTERNAL_xnaMap.Add((int) Keys.Tab,SDL.SDL_Scancode.SDL_SCANCODE_TAB);
INTERNAL_xnaMap.Add((int) Keys.OemTilde,SDL.SDL_Scancode.SDL_SCANCODE_GRAVE);
INTERNAL_xnaMap.Add((int) Keys.None,SDL.SDL_Scancode.SDL_SCANCODE_UNKNOWN);
}
#endregion
#region Public SDL2<->XNA Key Conversion Methods
public static Keys ToXNA(SDL.SDL_Keycode key)
{
Keys retVal;
if (INTERNAL_keyMap.TryGetValue((int) key, out retVal))
{
return retVal;
}
else
{
System.Console.WriteLine("KEY MISSING FROM SDL2->XNA DICTIONARY: " + key.ToString());
return Keys.None;
}
}
public static Keys ToXNA(SDL.SDL_Scancode key)
{
Keys retVal;
if (INTERNAL_scanMap.TryGetValue((int) key, out retVal))
{
return retVal;
}
else
{
System.Console.WriteLine("SCANCODE MISSING FROM SDL2->XNA DICTIONARY: " + key.ToString());
return Keys.None;
}
}
public static Keys KeyFromScancode(Keys scancode)
{
SDL.SDL_Scancode retVal;
if (INTERNAL_xnaMap.TryGetValue((int) scancode, out retVal))
{
return INTERNAL_keyMap[(int) SDL.SDL_GetKeyFromScancode(retVal)];
}
else
{
System.Console.WriteLine("SCANCODE MISSING FROM XNA->SDL2 DICTIONARY: " + scancode.ToString());
return Keys.None;
}
}
#endregion
}
}

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