private void AnimationSequenceFocusUpdate(IInputReceiver inputReceiver) { Keyboard keyboard = InputManager.Keyboard; #region Delete if (keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.Delete)) { // Check to see which object is current and delete it // If a CurrentTimedKeyframeList is not null, then the CurrentAnimationSequence is also not null. // Therefore, always check "bottom up" or else the wrong thing will be deleted. if (EditorData.EditorLogic.CurrentTimedKeyframeList != null) { EditorData.EditorLogic.CurrentAnimationSequence.Remove(EditorData.EditorLogic.CurrentTimedKeyframeList); UpdateLists(); } else if (EditorData.EditorLogic.CurrentAnimationSequence != null) { EditorData.GlobalInstructionSets.Remove(EditorData.EditorLogic.CurrentAnimationSequence); EditorData.EditorLogic.CurrentAnimationSequence = null; UpdateLists(); } } #endregion }
// July 10, 2011 // These two methods // were previously not // implemented - the FocusUpdate // and GainFocus events were not being // used. I implemented them. Hopefully // this doesn't cause issues if the engine // raises these events...but I think it should // be okay. void OnFocusUpdateInternal(IInputReceiver inputReceiver) { if (this.FocusUpdate != null) { this.FocusUpdate(this); } }
// Use this for initialization void Start() { _input = GetComponent <IInputReceiver>(); _mat = Renderer.material; UpdateColor(); }
public void OnInit(IInputReceiver _receiver) { m_playerCtrl = _receiver; TGInputSetting.Touch.touchDimension = touchDimension; TGInputSetting.Touch.rayMaskForThreeD = rayMaskFor3D; }
// Use this for initialization void Start() { _input = GetComponent<IInputReceiver>(); _mat = Renderer.material; UpdateColor(); }
protected void PushReceiver(IInputReceiver receiver, int layerID) { if (IndexOfReceiver(receiver) >= 0) { throw new ArgumentException("Receiver is already active"); } LayerDefinition definition = GetLayerDefinition(layerID); if (definition == null) { throw new ArgumentNullException(string.Format("Layer with ID: {0} was not found.", layerID)); } InputLayer newLayer = new InputLayer(receiver, definition); int count = m_ActiveLayers.Count; for (int x = 0; x != count; ++x) { InputLayer layer = m_ActiveLayers[x]; if (layer.Definition.Priority > definition.Priority) { m_ActiveLayers.Insert(x, newLayer); return; } } m_ActiveLayers.Add(newLayer); }
private void SpriteListFocusUpdate(IInputReceiver inputReceiver) { if (InputManager.Keyboard.KeyPushed(Microsoft.DirectX.DirectInput.Key.Delete)) { GameData.DeleteCurrentSprites(); } }
public static void SetInputReceivingEnabled(this IInputReceiver r, bool isEnabled, bool cacheCurState = true) { foreach (InputTransmitter t in r.AttachedInputTransmitterList) { t.SetTransmissionEnabled(isEnabled, cacheCurState); } }
public static void SetInputReceivingToPrevState(this IInputReceiver r) { foreach (InputTransmitter t in r.AttachedInputTransmitterList) { t.SetTransmissionStateToPrevState(); } }
public static void RemoveInputListener <T>(this IInputReceiver r, InputTransmitter.EventDelegate <T> callback) where T : InputEvent { if (r.Delegates == null) { return; } InputTransmitter.EventDelegate internalDel; if (r.DelegateLookUp.TryGetValue(callback, out internalDel)) { InputTransmitter.EventDelegate tempDel; if (r.Delegates.TryGetValue(typeof(T), out tempDel)) { tempDel -= internalDel; if (tempDel == null) { r.Delegates.Remove(typeof(T)); } else { r.Delegates[typeof(T)] = tempDel; } } r.DelegateLookUp.Remove(callback); } }
private void InstructionListHotkeyUpdate(IInputReceiver receiver) { #region Delete if (InputManager.Keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.Delete)) { object highlightedObject = mInstructionSetListBox.GetFirstHighlightedObject(); if (highlightedObject is KeyframeList) { EditorData.EditorLogic.CurrentInstructionSet.Remove(highlightedObject as KeyframeList); EditorData.EditorLogic.CurrentKeyframe = null; EditorData.EditorLogic.CurrentKeyframeList = null; UpdateLists(); } else if (highlightedObject is InstructionList) { EditorData.EditorLogic.CurrentKeyframeList.Remove(highlightedObject as InstructionList); UpdateLists(); } } #endregion }
void Start() { // Components _input = GetComponent<IInputReceiver>(); //_teamController = GetComponent<TeamController>(); _playerController = GetComponent<PlayerController>(); _cursorCanvas = CursorUI.GetComponent<Canvas>(); }
void Start() { // Components _input = GetComponent <IInputReceiver>(); //_teamController = GetComponent<TeamController>(); _playerController = GetComponent <PlayerController>(); _cursorCanvas = CursorUI.GetComponent <Canvas>(); }
public Mastermind(IRandomNumberGenerator randomNumberGenerator, IInputReceiver inputReceiver) { _inputCentral = new InputCentral(inputReceiver); _keyPegsCreator = new KeyPegsCreator(); _winnerFinder = new WinnerFinder(); var codePegs = new CodePegsGenerator(randomNumberGenerator).Generate(); _decodingBoard = new DecodingBoard(codePegs); }
/// <summary>Initializes a new input capturer using the specified input service</summary> /// <param name="inputService">Input service the capturer will subscribe to</param> public DefaultInputCapturer(IGuiInputService inputService) { _inputService = inputService; _inputReceiver = new DummyInputReceiver(); _keyboardListener = inputService.KeyboardListener; _mouseListener = inputService.MouseListener; _gamePadListener = inputService.GamePadListener; SubscribeInputDevices(); }
// Hook this receiver to all input events. public static void SubscribeToInputEvents(this IInputReceiver receiver) { SpeechInputListener.Instance.SpeechInputEvent += receiver.OnSpeechInputEvent; GestureInputListener.Instance.OneHandTap += receiver.OnOneHandTap; GestureInputListener.Instance.OneHandDoubleTap += receiver.OnOneHandDoubleTap; GestureInputListener.Instance.OneHandManipStart += receiver.OnOneHandManipStart; GestureInputListener.Instance.TwoHandManipStart += receiver.OnTwoHandManipStart; GestureInputListener.Instance.ManipulationUpdate += receiver.OnManipulationUpdate; GestureInputListener.Instance.ManipulationEnd += receiver.OnManipulationEnd; }
/// <summary> /// Removes an object that no longer wishes to be notified about navigational commands. /// </summary> /// <param name="receiver">The object to no longer receive the commands.</param> public void RemoveReceiver(IInputReceiver receiver) { #region Sanity checks if (receiver == null) { throw new ArgumentNullException(nameof(receiver)); } #endregion _receivers.Remove(receiver); }
public bool PopReceiver(IInputReceiver receiver) { int index = IndexOfReceiver(receiver); if (index == -1) { return(false); } m_ActiveLayers.RemoveAt(index); return(true); }
/// <summary>Mocks a receiver for the input processing of a control</summary> /// <param name="screen">Screen to mock an input receiver on</param> /// <returns>The mocked input receiver</returns> private IInputReceiver mockReceiver(Screen screen) { IInputReceiver mockedReceiver = this.mockery.NewMock <IInputReceiver>(); DelegatingControl delegatingControl = new DelegatingControl(mockedReceiver); screen.Desktop.Children.Add(delegatingControl); screen.FocusedControl = delegatingControl; return(mockedReceiver); }
public static void DeattachInputTransmitter(this IInputReceiver r, InputTransmitter t) { if (r.AttachedInputTransmitterList == null) { return; } r.AttachedInputTransmitterList.Remove(t); t.Dispose(); }
public static void SetInputReceivingToPrevState <T>(this IInputReceiver r) where T : InputTransmitter { T t = (T)r.AttachedInputTransmitterList.SingleOrDefault(val => val is T); if (t == null) { return; } t.SetTransmissionStateToPrevState(); }
public static void DeattachInputTransmitter <T>(IInputReceiver r) where T : InputTransmitter, new() { T transmitter = (T)r.AttachedInputTransmitterList.SingleOrDefault(val => val is T); if (transmitter == default(T)) { return; } r.DeattachInputTransmitter(transmitter); }
public static void SetInputReceivingEnabled <T>(this IInputReceiver r, bool isEnabled, bool cacheCurState = true) where T : InputTransmitter { T t = (T)r.AttachedInputTransmitterList.SingleOrDefault(val => val is T); if (t == null) { return; } t.SetTransmissionEnabled(isEnabled, cacheCurState); }
public static void AttachInputTransmitter(this IInputReceiver r, InputTransmitter t) { if (r.AttachedInputTransmitterList == null) { r.AttachedInputTransmitterList = new List <InputTransmitter>(); } if (r.AttachedInputTransmitterList.Contains(t)) { return; } r.AttachedInputTransmitterList.Add(t); }
protected int IndexOfReceiver(IInputReceiver receiver) { int count = m_ActiveLayers.Count; for (int x = 0; x != count; ++x) { InputLayer layer = m_ActiveLayers[x]; if (layer.Receiver == receiver) { return(x); } } return(-1); }
public void Add(IInputReceiver input) { //validate if (input == null || _permissions.ContainsKey(input)) { return; } //add var permission = new InputPermissions(this, input); _permissions.Add(input, permission); UpdatePermissions(); input.ReceivedInputControl(permission); }
private void TextureListBoxFocusUpdate(IInputReceiver inputReceiver) { if (InputManager.Keyboard.KeyPushed(Microsoft.DirectX.DirectInput.Key.Delete)) { bool doAnyItemsReferenceTexture = false; if (!doAnyItemsReferenceTexture) { object highlightedObject = textureListBox.GetFirstHighlightedObject(); if (highlightedObject != null && highlightedObject is Texture2D) { GameData.DeleteTexture(highlightedObject as Texture2D); } } } }
private void FocusUpdate(IInputReceiver inputReceiver) { if (InputManager.Keyboard.KeyPushed(Keys.Delete)) { EditorData.EditorLogic.DeleteCurrentEmitter(); } if (InputManager.Keyboard.KeyPushed(Keys.Space) && AppState.Self.CurrentEmitter != null) { AppState.Self.CurrentEmitter.Emit(null); } if (InputManager.Keyboard.KeyPushed(Keys.C)) { GuiData.ActivityWindow.ClearAllParticles(); } }
public void Remove(IInputReceiver input) { //validate if (input == null || !_permissions.ContainsKey(input)) { return; } var permission = _permissions[input]; _permissions.Remove(input); UpdatePermissions(); permission.CanUseMouse = false; permission.CanUseKeyboard = false; input.RevokedInputControl(permission); }
public void Start() { // Components _rb = GetComponent <Rigidbody>(); _input = GetComponent <IInputReceiver>(); _weaponController = GetComponent <WeaponController>(); _transf = transform; //_mat = MeshRender.material; _animator = GetComponentInChildren <Animator>(); _teamC = GetComponent <TeamController>(); // Colorize //_mat.color = PlayerColor; // _prevForward = _transf.forward; }
public static T AttachInputTransmitter <T>(IInputReceiver r, bool isTransmissionEnabled = true) where T : InputTransmitter, new() { if (r.AttachedInputTransmitterList != null && r.AttachedInputTransmitterList.Any(val => val is T)) { return((T)r.AttachedInputTransmitterList.SingleOrDefault(val => val is T)); } T it = new T() { _receiver = r }; it._receiver.AttachInputTransmitter(it); it.IsTransmissionEnabled = isTransmissionEnabled; return(it); }
private void FocusUpdate(IInputReceiver inputReceiver) { if (InputManager.Keyboard.KeyPushed(Keys.Delete)) { EditorData.EditorLogic.DeleteCurrentEmitter(); } if (InputManager.Keyboard.KeyPushed(Keys.Space) && AppState.Self.CurrentEmitter != null) { AppState.Self.CurrentEmitter.Emit(null); } if (InputManager.Keyboard.KeyPushed(Keys.C)) { GuiData.ActivityWindow.ClearAllParticles(); } }
public void OnInputRequest(InputRequestData requestData, IInputReceiver inputReceiver) { Console.WriteLine($"TransactionListener OnInputRequest InputRequestData: {requestData} , IInputReceiver: {inputReceiver}"); // Get information about the request for input from the terminal InputRequestType inputType = requestData.InputType; DeviceType inputDevice = requestData.DeviceType; string inputDefault = requestData.DefaultInputString; int? inputTimeout = requestData.TimeoutInSeconds; int? inputMinLength = requestData.MinLength; int? inputMaxLength = requestData.MaxLength; DisplayOutput output = requestData.DisplayOutput; DeviceType outputDevice = output.DeviceType; DisplayContent outputContent = output.Content; if (outputContent.Format == DisplayFormatType.Text) { ContentText contentText = outputContent.Text; string plainTextDisplayMessage = contentText.PlainText; } // Return user input inputReceiver.InputText("1234"); //see chapter "Input requests" for details }
public void Bind(ApKeyBind _abk, IInputReceiver _sender) { //ugly BUT it works _abk.Sender = _sender; KeyBinds.Add(_abk); }
private void AnimationSequenceFocusUpdate(IInputReceiver inputReceiver) { Keyboard keyboard = InputManager.Keyboard; #region Delete if (keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.Delete)) { // Check to see which object is current and delete it // If a CurrentTimedKeyframeList is not null, then the CurrentAnimationSequence is also not null. // Therefore, always check "bottom up" or else the wrong thing will be deleted. if (EditorData.EditorLogic.CurrentTimedKeyframeList != null) { EditorData.EditorLogic.CurrentAnimationSequence.Remove(EditorData.EditorLogic.CurrentTimedKeyframeList); UpdateLists(); } else if (EditorData.EditorLogic.CurrentAnimationSequence != null) { EditorData.GlobalInstructionSets.Remove(EditorData.EditorLogic.CurrentAnimationSequence); EditorData.EditorLogic.CurrentAnimationSequence = null; UpdateLists(); } } #endregion }
// July 10, 2011 // These two methods // were previously not // implemented - the FocusUpdate // and GainFocus events were not being // used. I implemented them. Hopefully // this doesn't cause issues if the engine // raises these events...but I think it should // be okay. void OnFocusUpdateInternal(IInputReceiver inputReceiver) { if (this.FocusUpdate != null) { this.FocusUpdate(this); } }
/// <summary>Initializes a new input delegating control</summary> /// <param name="receiver">Receiver to which the input is delegated</param> public DelegatingControl(IInputReceiver receiver) { this.receiver = receiver; }
private void InstructionListHotkeyUpdate(IInputReceiver receiver) { #region Delete if (InputManager.Keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.Delete)) { object highlightedObject = mInstructionSetListBox.GetFirstHighlightedObject(); if (highlightedObject is KeyframeList) { EditorData.EditorLogic.CurrentInstructionSet.Remove(highlightedObject as KeyframeList); EditorData.EditorLogic.CurrentKeyframe = null; EditorData.EditorLogic.CurrentKeyframeList = null; UpdateLists(); } else if (highlightedObject is InstructionList) { EditorData.EditorLogic.CurrentKeyframeList.Remove(highlightedObject as InstructionList); UpdateLists(); } } #endregion }
void Awake() { target = this.gameObject.GetComponent<IInputReceiver>(); }
public void Start() { // Components _rb = GetComponent<Rigidbody>(); _input = GetComponent<IInputReceiver>(); _weaponController = GetComponent<WeaponController>(); _transf = transform; //_mat = MeshRender.material; _animator = GetComponentInChildren<Animator>(); _teamC = GetComponent<TeamController>(); // Colorize //_mat.color = PlayerColor; // _prevForward = _transf.forward; }