Beispiel #1
0
        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;
        }
Beispiel #2
0
        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;

        }