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#region License
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/* FNA - XNA4 Reimplementation for Desktop Platforms
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* Copyright 2009-2020 Ethan Lee and the MonoGame Team
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*
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* Released under the Microsoft Public License.
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* See LICENSE for details.
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*/
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#endregion
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#region Using Statements
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using System.Collections.Generic;
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#endregion
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namespace Microsoft.Xna.Framework.Input
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{
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/// <summary>
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/// Holds the state of keystrokes by a keyboard.
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/// </summary>
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public struct KeyboardState
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{
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#region Public Properties
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/// <summary>
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/// Returns the state of a specified key.
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/// </summary>
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/// <param name="key">The key to query.</param>
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/// <returns>The state of the key.</returns>
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public KeyState this[Keys key]
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{
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get
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{
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return InternalGetKey(key) ? KeyState.Down : KeyState.Up;
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}
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}
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#endregion
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#region Private Variables
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// Array of 256 bits:
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uint keys0, keys1, keys2, keys3, keys4, keys5, keys6, keys7;
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#endregion
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#region Private Static Variables
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// Used for the common situation where GetPressedKeys will return an empty array
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static Keys[] empty = new Keys[0];
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#endregion
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#region Public Constructor
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/// <summary>
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/// Initializes a new instance of the <see cref="KeyboardState"/> class.
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/// </summary>
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/// <param name="keys">List of keys to be flagged as pressed on initialization.</param>
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public KeyboardState(params Keys[] keys)
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{
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keys0 = 0;
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keys1 = 0;
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keys2 = 0;
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keys3 = 0;
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keys4 = 0;
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keys5 = 0;
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keys6 = 0;
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keys7 = 0;
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if (keys != null)
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{
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foreach (Keys k in keys)
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{
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InternalSetKey(k);
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}
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}
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}
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#endregion
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#region Internal Constructor
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/// <summary>
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/// Initializes a new instance of the <see cref="KeyboardState"/> class.
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/// </summary>
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/// <param name="keys">List of keys to be flagged as pressed on initialization.</param>
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internal KeyboardState(List<Keys> keys)
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{
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keys0 = 0;
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keys1 = 0;
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keys2 = 0;
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keys3 = 0;
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keys4 = 0;
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keys5 = 0;
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keys6 = 0;
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keys7 = 0;
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if (keys != null)
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{
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foreach (Keys k in keys)
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{
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InternalSetKey(k);
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}
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Gets whether given key is currently being pressed.
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/// </summary>
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/// <param name="key">The key to query.</param>
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/// <returns>true if the key is pressed; false otherwise.</returns>
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public bool IsKeyDown(Keys key)
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{
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return InternalGetKey(key);
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}
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/// <summary>
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/// Gets whether given key is currently being not pressed.
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/// </summary>
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/// <param name="key">The key to query.</param>
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/// <returns>true if the key is not pressed; false otherwise.</returns>
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public bool IsKeyUp(Keys key)
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{
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return !InternalGetKey(key);
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}
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/// <summary>
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/// Returns an array of values holding keys that are currently being pressed.
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/// </summary>
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/// <returns>The keys that are currently being pressed.</returns>
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public Keys[] GetPressedKeys()
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{
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uint count = (
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CountBits(keys0) +
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CountBits(keys1) +
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CountBits(keys2) +
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CountBits(keys3) +
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CountBits(keys4) +
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CountBits(keys5) +
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CountBits(keys6) +
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CountBits(keys7)
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);
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if (count == 0)
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{
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return empty;
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}
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Keys[] keys = new Keys[count];
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int index = 0;
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if (keys0 != 0)
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{
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index = AddKeysToArray(keys0, 0 * 32, keys, index);
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}
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if (keys1 != 0)
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{
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index = AddKeysToArray(keys1, 1 * 32, keys, index);
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}
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if (keys2 != 0)
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{
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index = AddKeysToArray(keys2, 2 * 32, keys, index);
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}
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if (keys3 != 0)
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{
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index = AddKeysToArray(keys3, 3 * 32, keys, index);
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}
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if (keys4 != 0)
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{
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index = AddKeysToArray(keys4, 4 * 32, keys, index);
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}
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if (keys5 != 0)
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{
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index = AddKeysToArray(keys5, 5 * 32, keys, index);
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}
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if (keys6 != 0)
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{
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index = AddKeysToArray(keys6, 6 * 32, keys, index);
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}
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if (keys7 != 0)
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{
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index = AddKeysToArray(keys7, 7 * 32, keys, index);
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}
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return keys;
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}
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#endregion
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#region Private Methods
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bool InternalGetKey(Keys key)
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{
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uint mask = (uint) 1 << (((int) key) & 0x1f);
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uint element;
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switch (((int) key) >> 5)
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{
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case 0: element = keys0; break;
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case 1: element = keys1; break;
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case 2: element = keys2; break;
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case 3: element = keys3; break;
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case 4: element = keys4; break;
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case 5: element = keys5; break;
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case 6: element = keys6; break;
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case 7: element = keys7; break;
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default: element = 0; break;
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}
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return (element & mask) != 0;
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}
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void InternalSetKey(Keys key)
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{
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uint mask = (uint) 1 << (((int) key) & 0x1f);
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switch (((int) key) >> 5)
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{
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case 0: keys0 |= mask; break;
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case 1: keys1 |= mask; break;
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case 2: keys2 |= mask; break;
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case 3: keys3 |= mask; break;
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case 4: keys4 |= mask; break;
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case 5: keys5 |= mask; break;
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case 6: keys6 |= mask; break;
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case 7: keys7 |= mask; break;
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}
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}
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void InternalClearKey(Keys key)
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{
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uint mask = (uint) 1 << (((int) key) & 0x1f);
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switch (((int) key) >> 5)
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{
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case 0: keys0 &= ~mask; break;
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case 1: keys1 &= ~mask; break;
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case 2: keys2 &= ~mask; break;
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case 3: keys3 &= ~mask; break;
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case 4: keys4 &= ~mask; break;
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case 5: keys5 &= ~mask; break;
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case 6: keys6 &= ~mask; break;
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case 7: keys7 &= ~mask; break;
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}
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}
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void InternalClearAllKeys()
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{
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keys0 = 0;
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keys1 = 0;
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keys2 = 0;
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keys3 = 0;
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keys4 = 0;
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keys5 = 0;
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keys6 = 0;
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keys7 = 0;
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}
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#endregion
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#region Public Static Operators and Override Methods
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/// <summary>
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/// Gets the hash code for <see cref="KeyboardState"/> instance.
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/// </summary>
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/// <returns>Hash code of the object.</returns>
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public override int GetHashCode()
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{
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return (int) (keys0 ^ keys1 ^ keys2 ^ keys3 ^ keys4 ^ keys5 ^ keys6 ^ keys7);
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}
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/// <summary>
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/// Compares whether two <see cref="KeyboardState"/> instances are equal.
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/// </summary>
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/// <param name="a"><see cref="KeyboardState"/> instance to the left of the equality operator.</param>
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/// <param name="b"><see cref="KeyboardState"/> instance to the right of the equality operator.</param>
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/// <returns>true if the instances are equal; false otherwise.</returns>
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public static bool operator ==(KeyboardState a, KeyboardState b)
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{
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return ( a.keys0 == b.keys0 &&
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a.keys1 == b.keys1 &&
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a.keys2 == b.keys2 &&
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a.keys3 == b.keys3 &&
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a.keys4 == b.keys4 &&
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a.keys5 == b.keys5 &&
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a.keys6 == b.keys6 &&
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a.keys7 == b.keys7 );
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}
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/// <summary>
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/// Compares whether two <see cref="KeyboardState"/> instances are not equal.
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/// </summary>
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/// <param name="a"><see cref="KeyboardState"/> instance to the left of the inequality operator.</param>
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/// <param name="b"><see cref="KeyboardState"/> instance to the right of the inequality operator.</param>
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/// <returns>true if the instances are different; false otherwise.</returns>
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public static bool operator !=(KeyboardState a, KeyboardState b)
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{
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return !(a == b);
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}
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/// <summary>
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/// Compares whether current instance is equal to specified object.
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/// </summary>
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/// <param name="obj">The <see cref="KeyboardState"/> to compare.</param>
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/// <returns>true if the provided <see cref="KeyboardState"/> instance is same with current; false otherwise.</returns>
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public override bool Equals(object obj)
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{
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return obj is KeyboardState && this == (KeyboardState) obj;
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}
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#endregion
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#region Private Static Methods
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private static uint CountBits(uint v)
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{
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// http://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
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v = v - ((v >> 1) & 0x55555555); // reuse input as temporary
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v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // temp
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return ((v + (v >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
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}
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private static int AddKeysToArray(uint keys, int offset, Keys[] pressedKeys, int index)
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{
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for (int i = 0; i < 32; i += 1)
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{
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if ((keys & (1 << i)) != 0)
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{
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pressedKeys[index++] = (Keys) (offset + i);
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}
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}
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return index;
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}
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#endregion
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}
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}
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