Beispiel #1
0
        public override Dictionary <int, string> GetTriggerNames()
        {
            if (this._triggerNames == null)
            {
                this._triggerNames = new Dictionary <int, string>();
                foreach (Keys key in Enum.GetValues(typeof(Keys)).Cast <Keys>())
                {
                    char ch = Keyboard.KeyToChar(key);
                    if (ch == ' ')
                    {
                        switch (key)
                        {
                        case Keys.Back:
                            this._triggerNames[(int)key] = "BACK";
                            continue;

                        case Keys.Tab:
                            this._triggerNames[(int)key] = "TAB";
                            continue;

                        case Keys.Enter:
                            this._triggerNames[(int)key] = "ENTER";
                            continue;

                        case Keys.Escape:
                            this._triggerNames[(int)key] = "ESC";
                            continue;

                        case Keys.Space:
                            this._triggerNames[(int)key] = "SPACE";
                            continue;

                        case Keys.PageUp:
                            this._triggerNames[(int)key] = "PGUP";
                            continue;

                        case Keys.PageDown:
                            this._triggerNames[(int)key] = "PGDN";
                            continue;

                        case Keys.End:
                            this._triggerNames[(int)key] = "END";
                            continue;

                        case Keys.Home:
                            this._triggerNames[(int)key] = "HOME";
                            continue;

                        case Keys.Left:
                            this._triggerNames[(int)key] = "LEFT";
                            continue;

                        case Keys.Up:
                            this._triggerNames[(int)key] = "UP";
                            continue;

                        case Keys.Right:
                            this._triggerNames[(int)key] = "RIGHT";
                            continue;

                        case Keys.Down:
                            this._triggerNames[(int)key] = "DOWN";
                            continue;

                        case Keys.Insert:
                            this._triggerNames[(int)key] = "INSRT";
                            continue;

                        case Keys.F1:
                            this._triggerNames[(int)key] = "F1";
                            continue;

                        case Keys.F2:
                            this._triggerNames[(int)key] = "F2";
                            continue;

                        case Keys.F3:
                            this._triggerNames[(int)key] = "F3";
                            continue;

                        case Keys.F4:
                            this._triggerNames[(int)key] = "F4";
                            continue;

                        case Keys.F5:
                            this._triggerNames[(int)key] = "F5";
                            continue;

                        case Keys.F6:
                            this._triggerNames[(int)key] = "F6";
                            continue;

                        case Keys.F7:
                            this._triggerNames[(int)key] = "F7";
                            continue;

                        case Keys.F8:
                            this._triggerNames[(int)key] = "F8";
                            continue;

                        case Keys.F9:
                            this._triggerNames[(int)key] = "F9";
                            continue;

                        case Keys.F10:
                            this._triggerNames[(int)key] = "F10";
                            continue;

                        case Keys.F11:
                            this._triggerNames[(int)key] = "F11";
                            continue;

                        case Keys.F12:
                            this._triggerNames[(int)key] = "F12";
                            continue;

                        case Keys.LeftShift:
                            this._triggerNames[(int)key] = "LSHFT";
                            continue;

                        case Keys.RightShift:
                            this._triggerNames[(int)key] = "RSHFT";
                            continue;

                        case Keys.LeftControl:
                            this._triggerNames[(int)key] = "LCTRL";
                            continue;

                        case Keys.RightControl:
                            this._triggerNames[(int)key] = "RCTRL";
                            continue;

                        case Keys.LeftAlt:
                            this._triggerNames[(int)key] = "LALT";
                            continue;

                        case Keys.RightAlt:
                            this._triggerNames[(int)key] = "RALT";
                            continue;

                        default:
                            continue;
                        }
                    }
                    else
                    {
                        this._triggerNames[(int)key] = string.Concat((object)ch);
                    }
                }
            }
            return(this._triggerNames);
        }
Beispiel #2
0
        public static void InitTriggerImages()
        {
            if (Keyboard._triggerImages != null)
            {
                return;
            }
            Keyboard._triggerImages       = new Dictionary <int, Sprite>();
            Keyboard._triggerImages[9999] = new Sprite("buttons/keyboard/arrows");
            foreach (Keys key1 in Enum.GetValues(typeof(Keys)).Cast <Keys>())
            {
                char key2 = Keyboard.KeyToChar(key1);
                if (key2 == ' ')
                {
                    switch (key1)
                    {
                    case Keys.Back:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/back");
                        continue;

                    case Keys.Tab:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/tab");
                        continue;

                    case Keys.Enter:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/enter");
                        continue;

                    case Keys.Escape:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/escape");
                        continue;

                    case Keys.Space:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/space");
                        continue;

                    case Keys.PageUp:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/pgup");
                        continue;

                    case Keys.PageDown:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/pgdown");
                        continue;

                    case Keys.End:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/end");
                        continue;

                    case Keys.Home:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/home");
                        continue;

                    case Keys.Left:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/leftKey");
                        continue;

                    case Keys.Up:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/upKey");
                        continue;

                    case Keys.Right:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/rightKey");
                        continue;

                    case Keys.Down:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/downKey");
                        continue;

                    case Keys.Insert:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/insert");
                        continue;

                    case Keys.F1:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f1");
                        continue;

                    case Keys.F2:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f2");
                        continue;

                    case Keys.F3:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f3");
                        continue;

                    case Keys.F4:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f4");
                        continue;

                    case Keys.F5:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f5");
                        continue;

                    case Keys.F6:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f6");
                        continue;

                    case Keys.F7:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f7");
                        continue;

                    case Keys.F8:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f8");
                        continue;

                    case Keys.F9:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f9");
                        continue;

                    case Keys.F10:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f10");
                        continue;

                    case Keys.F11:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f11");
                        continue;

                    case Keys.F12:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/f12");
                        continue;

                    case Keys.LeftShift:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/shift");
                        continue;

                    case Keys.RightShift:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/shift");
                        continue;

                    case Keys.LeftControl:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/control");
                        continue;

                    case Keys.RightControl:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/control");
                        continue;

                    case Keys.LeftAlt:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/alt");
                        continue;

                    case Keys.RightAlt:
                        Keyboard._triggerImages[(int)key1] = new Sprite("buttons/keyboard/alt");
                        continue;

                    default:
                        continue;
                    }
                }
                else
                {
                    Keyboard._triggerImages[(int)key1] = (Sprite) new KeyImage(key2);
                }
            }
        }