private void OnKeyReleased(CCEventKeyboard e) { if (e.Keys == CCKeys.Enter || e.Keys == CCKeys.Space) { _menuLayer.StartGame(new Object()); } if (e.Keys == CCKeys.Escape) { _menuLayer.ExitGame(new Object()); } }
void ProcessKeyboard(CCWindow window) { // Read the current keyboard state KeyboardState currentKeyboardState = Keyboard.GetState(); var dispatcher = window.EventDispatcher; if (currentKeyboardState == priorKeyboardState || !dispatcher.IsEventListenersFor(CCEventListenerKeyboard.LISTENER_ID)) { priorKeyboardState = currentKeyboardState; return; } var keyboardEvent = new CCEventKeyboard(CCKeyboardEventType.KEYBOARD_PRESS); var keyboardState = new CCKeyboardState() { KeyboardState = currentKeyboardState }; keyboardEvent.KeyboardState = keyboardState; // Check for pressed/released keys. // Loop for each possible pressed key (those that are pressed this update) Keys[] keys = currentKeyboardState.GetPressedKeys(); for (int k = 0; k < keys.Length; k++) { // Was this key up during the last update? if (priorKeyboardState.IsKeyUp(keys[k])) { // Yes, so this key has been pressed //CCLog.Log("Pressed: " + keys[i].ToString()); keyboardEvent.Keys = (CCKeys)keys[k]; dispatcher.DispatchEvent(keyboardEvent); } } // Loop for each possible released key (those that were pressed last update) keys = priorKeyboardState.GetPressedKeys(); keyboardEvent.KeyboardEventType = CCKeyboardEventType.KEYBOARD_RELEASE; for (int k = 0; k < keys.Length; k++) { // Is this key now up? if (currentKeyboardState.IsKeyUp(keys[k])) { // Yes, so this key has been released //CCLog.Log("Released: " + keys[i].ToString()); keyboardEvent.Keys = (CCKeys)keys[k]; dispatcher.DispatchEvent(keyboardEvent); } } // Store the state for the next loop priorKeyboardState = currentKeyboardState; }
void OnKeyReleased(CCEventKeyboard eventKeyboard) { //CCLog.Log("On Released " + eventKeyboard.Keys); if (eventKeyboard.Keys == CCKeys.Back) { OnDeleteBackward(); } else { keyState = eventKeyboard.KeyboardState; var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false); if (charKey != (int)CCKeys.None) { OnInsertText(new CCIMEKeybardEventArgs(charKey.ToString(), 1)); } } lastPressedKey = CCKeys.None; if (AutoRepeat) { StopAutorepeat(); } }
void OnKeyPressed(CCEventKeyboard eventKeyboard) { lastPressedKey = CCKeys.None; if (eventKeyboard.Keys == CCKeys.Back) { lastPressedKey = eventKeyboard.Keys; } else { keyState = eventKeyboard.KeyboardState; var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false); if (charKey != (int)CCKeys.None) { lastPressedKey = eventKeyboard.Keys; } } //CCLog.Log("On Pressed " + lastPressedKey); if (AutoRepeat && lastPressedKey != CCKeys.None) { StartAutorepeat(); } }
public virtual void OnKeyReleased(CCEventKeyboard obj) { }
public virtual void OnKeyPressed(CCEventKeyboard obj) { }
void OnKeyReleased(CCEventKeyboard eventKeyboard) { CCLog.Log("On Released " + eventKeyboard.Keys); if (eventKeyboard.Keys == CCKeys.Back) OnDeleteBackward(); else { keyState = eventKeyboard.KeyboardState; var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false); if (charKey != (int)CCKeys.None) OnInsertText(new CCIMEKeybardEventArgs(charKey.ToString(), 1)); } lastPressedKey = CCKeys.None; if (AutoRepeat) StopAutorepeat(); }
void OnKeyPressed(CCEventKeyboard eventKeyboard) { lastPressedKey = CCKeys.None; if (eventKeyboard.Keys == CCKeys.Back) { lastPressedKey = eventKeyboard.Keys; } else { keyState = eventKeyboard.KeyboardState; var charKey = ConvertKey(eventKeyboard.Keys, ShiftDown, false, false); if (charKey != (int)CCKeys.None) { lastPressedKey = eventKeyboard.Keys; } } CCLog.Log("On Pressed " + lastPressedKey); if (AutoRepeat && lastPressedKey != CCKeys.None) { StartAutorepeat(); } }
void ProcessKeyboard(CCWindow window) { // Read the current keyboard state KeyboardState currentKeyboardState = Keyboard.GetState(); var dispatcher = window.EventDispatcher; if (currentKeyboardState == priorKeyboardState || !dispatcher.IsEventListenersFor(CCEventListenerKeyboard.LISTENER_ID)) { priorKeyboardState = currentKeyboardState; return; } var keyboardEvent = new CCEventKeyboard(CCKeyboardEventType.KEYBOARD_PRESS); var keyboardState = new CCKeyboardState() { KeyboardState = currentKeyboardState }; keyboardEvent.KeyboardState = keyboardState; // Check for pressed/released keys. // Loop for each possible pressed key (those that are pressed this update) Keys[] keys = currentKeyboardState.GetPressedKeys(); for (int k = 0; k < keys.Length; k++) { // Was this key up during the last update? if (priorKeyboardState.IsKeyUp(keys[k])) { // Yes, so this key has been pressed //CCLog.Log("Pressed: " + keys[i].ToString()); keyboardEvent.Keys = (CCKeys)keys[k]; dispatcher.DispatchEvent(keyboardEvent); } } // Loop for each possible released key (those that were pressed last update) keys = priorKeyboardState.GetPressedKeys(); keyboardEvent.KeyboardEventType = CCKeyboardEventType.KEYBOARD_RELEASE; for (int k = 0; k < keys.Length; k++) { // Is this key now up? if (currentKeyboardState.IsKeyUp(keys[k])) { // Yes, so this key has been released //CCLog.Log("Released: " + keys[i].ToString()); keyboardEvent.Keys = (CCKeys)keys[k]; dispatcher.DispatchEvent(keyboardEvent); } } // Store the state for the next loop priorKeyboardState = currentKeyboardState; }
public void KeyReleased(CCEventKeyboard e) { if (e.Keys == CCKeys.O) AddGravity(); if (e.Keys == CCKeys.P) RemoveGravity(); if (e.Keys == CCKeys.T) PLAYER_LAYER_VELOCITY -= 0.1f; if (e.Keys == CCKeys.Y) PLAYER_LAYER_VELOCITY += 0.1f; if (e.Keys == CCKeys.E) ZoomIn(); if (e.Keys == CCKeys.Q) ZoomIn(); }
void onKeyPress(CCEventKeyboard keyEvent) { if(end&&keyEvent.Keys== CCKeys.Enter) { returnToMenu(); } if(!started&&keyEvent.Keys== CCKeys.Enter) { setStart(); } else if(started&& keyEvent.Keys== CCKeys.Z) { processPress(0); } else if(started&&keyEvent.Keys== CCKeys.M&&GameData.players>=2) { processPress(1); } else if(started&&keyEvent.Keys== CCKeys.Q&&GameData.players>=3) { processPress(2); } else if(started&&keyEvent.Keys== CCKeys.P&&GameData.players>=4) { processPress(3); } }
void OnKeyPress(CCEventKeyboard keyEvent) { if(keyEvent.Keys== CCKeys.Enter) { CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start"); passToGame(); } else if(keyEvent.Keys== CCKeys.D2) { CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound); GameData.players = 2; twoplayerlabels.Color = CCColor3B.Blue; threeplayerlabel.Color = CCColor3B.Green; fourplayerLabel.Color = CCColor3B.Green; } else if(keyEvent.Keys== CCKeys.D3) { CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound); GameData.players = 3; twoplayerlabels.Color = CCColor3B.Green; threeplayerlabel.Color = CCColor3B.Blue; fourplayerLabel.Color = CCColor3B.Green; } else if(keyEvent.Keys== CCKeys.D4) { CCSimpleAudioEngine.SharedEngine.PlayEffect(selectsound); GameData.players = 4; twoplayerlabels.Color = CCColor3B.Green; threeplayerlabel.Color = CCColor3B.Green; fourplayerLabel.Color = CCColor3B.Blue; } else { // CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin"); } }
void OnKeyPress(CCEventKeyboard keyEvent) { if (keyEvent.Keys == CCKeys.D1) { CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start"); passToGame(1); } else if (keyEvent.Keys == CCKeys.D2) { CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/start"); passToGame(2); } else { CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin"); } }
public string Convert(CCEventKeyboard keyEvent) { string output = ""; var state = new List<CCKeys>(keyEvent.KeyboardState.GetPressedKeys()); bool usesShift = (state.Contains(CCKeys.LeftShift) || state.Contains(CCKeys.RightShift)); foreach (CCKeys key in state) { if (key >= CCKeys.A && key <= CCKeys.Z) output += key.ToString(); else if (key >= CCKeys.NumPad0 && key <= CCKeys.NumPad9) output += ((int) (key - CCKeys.NumPad0)).ToString(); else if (key >= CCKeys.D0 && key <= CCKeys.D9) { string num = ((int) (key - CCKeys.D0)).ToString(); #region special num chars if (usesShift) { switch (num) { case "1": { num = "!"; } break; case "2": { num = "@"; } break; case "3": { num = "#"; } break; case "4": { num = "$"; } break; case "5": { num = "%"; } break; case "6": { num = "^"; } break; case "7": { num = "&"; } break; case "8": { num = "*"; } break; case "9": { num = "("; } break; case "0": { num = ")"; } break; default: //wtf? break; } } #endregion output += num; } else if (key == CCKeys.OemComma) output += ","; else if (key == CCKeys.OemPeriod) output += "."; else if (key == CCKeys.OemTilde) output += "'"; else if (key == CCKeys.Space) output += " "; else if (key == CCKeys.OemMinus) output += "-"; else if (key == CCKeys.OemPlus) output += "+"; else if (key == CCKeys.OemQuestion && usesShift) output += "?"; else if (key == CCKeys.Back) //backspace output += "\b"; if (!usesShift) //shouldn't need to upper because it's automagically in upper case output = output.ToLower(); } return output; }
void onKeyReleased(CCEventKeyboard keyEvent) { var result = Convert( keyEvent ); if (result.Length > 0) { m_test.KeyboardUp(result[0]); } }
void onKeyPress(CCEventKeyboard keyEvent) { if (!win) { int tecla = 5; if (keyEvent.Keys == CCKeys.D1) { tecla = 0; } else if (keyEvent.Keys == CCKeys.D2) { tecla = 1; } else if (keyEvent.Keys == CCKeys.D3) { tecla = 2; } else if (keyEvent.Keys == CCKeys.D4) { tecla = 3; } else { return; } if (llamando == tecla + 1 && jugadoresActivos[tecla]) { debug.Text = "Correcto!"; debug.Color = GetColorJugador(tecla + 1); contesto = true; //Indicarle al programa que el jugador no perdió(?) CCSimpleAudioEngine.SharedEngine.PlayEffect("sounds/coin"); } else { if (tecla >= 0 && tecla <= 3) { DerrotaJugador(tecla + 1); } } } else { ReturnToMenu(); } }
private void OnKeyPressed(CCEventKeyboard e) { Input.OnKeyPress(e.Keys); }
private void OnKeyReleased(CCEventKeyboard e) { Input.OnKeyRelease(e.Keys); if (e.Keys == CCKeys.C) { _netGameClient.SendChatMessage("Hello!"); } if (e.Keys == CCKeys.X) { var nc = new NetCommand(NetCommandType.CallPlayerMethod, "attack.100.100"); _netGameClient.Send(nc, NetDeliveryMethod.ReliableOrdered); } if (e.Keys == CCKeys.Escape) { NetGameClient.Client.Shutdown("Exit by client"); Window.DefaultDirector.PopScene(); } if (e.Keys == CCKeys.T) { Console.WriteLine(MyPlayer.Mask.ToString()); Console.WriteLine(GameLayer.MyAccountState.HpLevel); Console.WriteLine(GameLayer.MyAccountState.AttackLevel); Console.WriteLine(GameLayer.MyAccountState.SpeedLevel); Console.WriteLine(GameLayer.MyAccountState.ClassLevel); } }
void OnKeyPress(CCEventKeyboard keyEvent) { passToGame(); }
void onKeyPress(CCEventKeyboard keyEvent) { if(keyEvent.Keys== CCKeys.Enter||keyEvent.Keys== CCKeys.Space) { CCSimpleAudioEngine.SharedEngine.PlayEffect(soundPass); processTurn(); } }