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#ifndef __ASURA_INPUT_KEYBOARD_H__
#define __ASURA_INPUT_KEYBOARD_H__
#include <SDL2/SDL.h>
#include "InputDevice.hpp"
#include "Scripting/Portable.h"
namespace AsuraEngine
{
namespace Input
{
class Keyboard ASURA_FINAL : public InputDevice<Keyboard>
{
public:
// صö
#include "Keyboard.defs"
Keyboard();
void SetKeyRepeat(bool enable);
bool HasKeyRepeat() const;
bool IsDown(const std::vector<Key> &keylist) const;
bool IsScancodeDown(const std::vector<Scancode> &scancodelist) const;
Key GetKeyFromScancode(Scancode scancode) const;
Scancode GetScancodeFromKey(Key key) const;
void SetTextInput(bool enable);
void SetTextInput(bool enable, double x, double y, double w, double h);
bool HasTextInput() const;
bool HasScreenKeyboard() const;
bool GetConstant(Scancode in, SDL_Scancode &out);
bool GetConstant(SDL_Scancode in, Scancode &out);
private:
~Keyboard();
public:
//----------------------------------------------------------------------------------------------------------
LUAX_DECL_SINGLETON(Keyboard); // ͨAsuraEngine.KeyboardֱӷʣûNew
LUAX_DECL_ENUM(Key);
LUAX_DECL_ENUM(ScanCode);
LUAX_DECL_METHOD(SetKeyRepeat);
LUAX_DECL_METHOD(HasKeyRepeat);
LUAX_DECL_METHOD(IsDown);
LUAX_DECL_METHOD(IsScancodeDown);
LUAX_DECL_METHOD(GetKeyFromScancode);
LUAX_DECL_METHOD(GetScancodeFromKey);
LUAX_DECL_METHOD(SetTextInput);
LUAX_DECL_METHOD(HasTextInput);
LUAX_DECL_METHOD(HasScreenKeyboard);
LUAX_DECL_METHOD(GetConstant);
//----------------------------------------------------------------------------------------------------------
};
}
}
#endif
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