protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Up: case Key.Down: ActionRequested?.Invoke(state); return true; } return base.OnKeyDown(state, args); }
void OnKeyDown(KeyDownEventArgs e) { switch (e.Key) { case Key.Esc: //Exit(); break; case Key.R: RotateRootNode(false); rootNode.Rotation = new Quaternion(0, 0, 0); RotateRootNode(true); break; case Key.H: HandMode = !HandMode; break; case Key.Space: DrawDebugFrame = !DrawDebugFrame; break; case Key.Q: console?.Toggle(); break; case Key.E: debugHud?.ToggleAll(); break; case Key.KP_Plus: if (Input.GetKeyDown(Key.B)) { Brightness += 0.2f; } break; case Key.KP_Minus: if (Input.GetKeyDown(Key.B)) { Brightness -= 0.2f; } break; } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Right: beatDivisor.Next(); OnUserChange(); return(true); case Key.Left: beatDivisor.Previous(); OnUserChange(); return(true); default: return(false); } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.Minus: transformTimeSpanTo(TimeSpan + time_span_step, 200, EasingTypes.OutQuint); break; case Key.Plus: transformTimeSpanTo(TimeSpan - time_span_step, 200, EasingTypes.OutQuint); break; } } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (!args.Repeat) { switch (args.Key) { case Key.Escape: exit(); return(true); case Key.F11: toggleFullScreen(); return(true); } } return(base.OnKeyDown(state, args)); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { base.OnKeyDown(state, args); if (state.Keyboard.ControlPressed && !args.Repeat && args.Key >= Key.Number1 && args.Key <= Key.Number9) { int requested = args.Key - Key.Number1; RulesetInfo found = rulesets.AvailableRulesets.Skip(requested).FirstOrDefault(); if (found != null) { ruleset.Value = found; } return(true); } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) { return(false); } if (state.Keyboard.ControlPressed) { if (args.Key == Key.H && ReplayLoaded) { ToggleVisibility(); return(true); } } return(base.OnKeyDown(state, args)); }
public override void OnKeyDown(KeyDownEventArgs e) { if (Enabled && (_leftView.Enabled || _rightView.Enabled)) { if (e.Key == Keys.TAB) { _leftView.Enabled = !_leftView.Enabled; _rightView.Enabled = !_rightView.Enabled; } if (e.Key == Keys.F1) { _operationSourceItem = GetSourceItem(); if (_operationSourceItem != null) { _operation = Operation.Copy; } } if (e.Key == Keys.F2) { _operationSourceItem = GetSourceItem(); if (_operationSourceItem != null) { _operation = Operation.Move; } } if (e.Key == Keys.F3) { switch (_operation) { case Operation.Copy: StartOperation(); break; case Operation.Move: StartOperation(); _operation = Operation.None; break; default: break; } } } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) { return(false); } Drawable target = null; Drawable back = null; if (args.Key == CentreKey) { target = centreHit; back = centre; } else if (args.Key == RimKey) { target = rimHit; back = rim; } if (target != null) { const float scale_amount = 0.05f; const float alpha_amount = 0.5f; const float down_time = 40; const float up_time = 1000; back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint) .Then() .ScaleTo(1, up_time, Easing.OutQuint); target.Animate( t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint), t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint) ).Then( t => t.ScaleTo(1, up_time, Easing.OutQuint), t => t.FadeOut(up_time, Easing.OutQuint) ); } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) { return(false); } if (state.Keyboard.ShiftPressed) { switch (args.Key) { case Key.Tab: showHud.Value = !showHud.Value; return(true); } } return(base.OnKeyDown(state, args)); }
/// <summary> /// Switches camera mode to/from free float mode, /// based on the current camera mode. /// </summary> /// <param name="args">The key down event data.</param> void CameraSwitchMode(KeyDownEventArgs args) { activeCameraMovement.StopAll(); if (cameraType == CameraMovementType.FreeFloat) { camera.SwitchToFixed(); cameraType = CameraMovementType.Fixed; input.ShowCursor(); } else { camera.SwitchToFree(); cameraType = CameraMovementType.FreeFloat; input.HideCursor(); input.Level.Map.DisableHighlight(); input.Level.ToolManager.DisableTools(); } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Enter: footer.StartButton.TriggerClick(); return(true); case Key.Delete: if (Beatmap != null) { Beatmap.Dispose(); database.Delete(Beatmap.BeatmapSetInfo); } return(true); } return(base.OnKeyDown(state, args)); }
public override void OnKeyDown(KeyDownEventArgs e) { if (e.Key == Keys.RETURN) { if (_okButton.Selected) { Action(); } Close(); } if (e.Key == Keys.LEFT || e.Key == Keys.RIGHT) { ChangeSelectedButton(); } if (e.Key == Keys.ESCAPE) { Close(); } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { // Check if we've handled the initial key if (!Judgement.Result.HasValue) { bool result = base.OnKeyDown(state, args); if (result) { firstHitTime = Time.Current; firstHitKey = args.Key; } return(result); } // If we've already hit the second key, don't handle this object any further if (Judgement.SecondHit) { return(false); } // Don't handle represses of the same key if (firstHitKey == args.Key) { return(false); } // Don't handle invalid hit key presses if (!HitKeys.Contains(args.Key)) { return(false); } // If we're not holding the first key down still, assume the intention // was not to hit the accented hit with both keys simultaneously if (!state.Keyboard.Keys.Contains(firstHitKey)) { return(false); } return(UpdateJudgement(true)); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) { return(false); } switch (args.Key) { case Key.Space: logo?.TriggerOnClick(state); return(true); case Key.Escape: return(goBack()); } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (Judgement.Result != HitResult.None) { return(false); } if (args.Key != Key) { return(false); } if (args.Repeat) { return(false); } return(UpdateJudgement(true)); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Enter: footer.StartButton.TriggerClick(); return(true); case Key.Delete: if (state.Keyboard.ShiftPressed) { promptDelete(); return(true); } break; } return(base.OnKeyDown(state, args)); }
private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args) { if (args.Repeat || intro == null) { return(false); } switch (args.Key) { case Key.F8: chat.ToggleVisibility(); return(true); case Key.PageUp: case Key.PageDown: var swClock = (Clock as ThrottledFrameClock)?.Source as StopwatchClock; if (swClock == null) { return(false); } swClock.Rate *= args.Key == Key.PageUp ? 1.1f : 0.9f; Logger.Log($@"Adjusting game clock to {swClock.Rate}", LoggingTarget.Debug); return(true); } if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.T: Toolbar.ToggleVisibility(); return(true); case Key.O: options.ToggleVisibility(); return(true); } } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Space: osuLogo.TriggerClick(state); return(true); case Key.Escape: if (State == MenuState.Initial) { return(false); } State = MenuState.Initial; return(true); } return(false); }
private bool globalKeyDown(InputState state, KeyDownEventArgs args) { if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.F11: switch (FrameStatisticsMode) { case FrameStatisticsMode.None: FrameStatisticsMode = FrameStatisticsMode.Minimal; break; case FrameStatisticsMode.Minimal: FrameStatisticsMode = FrameStatisticsMode.Full; break; case FrameStatisticsMode.Full: FrameStatisticsMode = FrameStatisticsMode.None; break; } return(true); case Key.F1: DrawVisualiser.ToggleVisibility(); return(true); case Key.F10: logOverlay.ToggleVisibility(); return(true); } } if (state.Keyboard.AltPressed && args.Key == Key.Enter) { Window?.CycleMode(); return(true); } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.F11: switch (performanceContainer.State) { case FrameStatisticsMode.None: performanceContainer.State = FrameStatisticsMode.Minimal; break; case FrameStatisticsMode.Minimal: performanceContainer.State = FrameStatisticsMode.Full; break; case FrameStatisticsMode.Full: performanceContainer.State = FrameStatisticsMode.None; break; } return(true); case Key.F1: DrawVisualiser.ToggleVisibility(); return(true); case Key.F10: logOverlay.ToggleVisibility(); return(true); } } if (state.Keyboard.AltPressed && args.Key == Key.Enter) { Window?.CycleMode(); return(true); } return(base.OnKeyDown(state, args)); }
private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.F8: chat.ToggleVisibility(); return(true); } if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.O: Options.ToggleVisibility(); return(true); } } return(base.OnKeyDown(state, args)); }
private void UIActionHandler(object sender, KeyDownEventArgs e) { if (e.Action == GameActionType.MoveLeft) { if (this.Hunter.Position.Left > 0) { this.Hunter.MoveLeft(); } } else if (e.Action == GameActionType.MoveRight) { if (this.Hunter.Position.Left < this.Renderer.ScreenWidth - this.Hunter.Bounds.Width) { this.Hunter.MoveRight(); } } else if (e.Action == GameActionType.Fire) { FireBullet(); } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (HandlePendingText(state)) { return(true); } if (!state.Keyboard.ControlPressed && !state.Keyboard.ShiftPressed) { switch (args.Key) { case Key.Left: case Key.Right: case Key.Up: case Key.Down: return(false); } } if (!AllowCommit) { switch (args.Key) { case Key.KeypadEnter: case Key.Enter: return(false); } } if (state.Keyboard.ShiftPressed) { switch (args.Key) { case Key.Delete: return(false); } } return(base.OnKeyDown(state, args)); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { /*ArrayList inputs = new ArrayList(); * if (state.Keyboard.IsPressed(OpenTK.Input.Key.D)) * { * inputs.Add(InvadersAction.Right); * } * if (state.Keyboard.IsPressed(OpenTK.Input.Key.W)) * { * inputs.Add(InvadersAction.Up); * } * if (state.Keyboard.IsPressed(OpenTK.Input.Key.A)) * { * inputs.Add(InvadersAction.Left); * } * if (state.Keyboard.IsPressed(OpenTK.Input.Key.S)) * { * inputs.Add(InvadersAction.Down); * } * blocker.OnPressed(inputs);*/ return(false); }
// Token: 0x06015605 RID: 87557 RVA: 0x0056C36C File Offset: 0x0056A56C private void _ProcessKeyboard() { if (Event.current != null && Event.current.isKey) { if (Event.current.rawType == EventType.KeyDown) { KeyDownEventArgs e = new KeyDownEventArgs(Event.current.keyCode); if (this.OnKeyDown != null) { this.OnKeyDown(this, e); } } else if (Event.current.rawType == EventType.KeyUp) { KeyUpEventArgs e2 = new KeyUpEventArgs(Event.current.keyCode); if (this.OnKeyUp != null) { this.OnKeyUp(this, e2); } } } }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { var step = KeyboardStep; if (Bindable.IsInteger) { step = Math.Ceiling(step); } switch (args.Key) { case Key.Right: Bindable.Add(step); return(true); case Key.Left: Bindable.Add(step); return(true); default: return(false); } }
public override void OnKeyDown(KeyDownEventArgs e) { if (Enabled) { if (e.Key == Keys.DOWN && SelectedIndex < _items.Count - 1) { Move(MoveDirection.Down); } else if (e.Key == Keys.UP && SelectedIndex > 0) { Move(MoveDirection.Up); } if (e.Key == Keys.RETURN) { ChooseCurrentItem(); } if (e.Key == Keys.BACK) { Back(); } if (e.Key == Keys.F4) { FSViewer.GoToFolder(string.Empty); Update(true); } if (e.Key == Keys.F5) { OpenPropertiesView(); } if (e.Key == Keys.F6) { OpenRenameView(); } if (e.Key == Keys.F7) { OpenCreateFolderView(); } } }
/// <summary> /// 如果鍵盤有按下去 /// 如果時間差在 可以接受篁E��內就回傳true /// </summary> /// <param name="state"></param> /// <param name="args"></param> /// <returns></returns> protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) { return(false); } var pressDelay = Math.Abs(Time.Current - _baseRPObject.StartTime); //Hit at the time if (pressDelay < _baseRPObject.hit50 && _nowPressMatchKey == Key.Unknown) { //目前符合的key var pressKeyList = FilterMatchKey(state); //如果過濾後發現沒有Key if (pressKeyList.Count > 0) { PressDownDelayTime = pressDelay; _nowPressMatchKey = pressKeyList[0]; _pressValid = true; return(Hit?.Invoke() ?? false); } } else if (false) //outside the time { //目前符合的key var pressKeyList = FilterMatchKey(state); //如果過濾後發現沒有Key if (pressKeyList.Count >= 0) { _nowPressMatchKey = pressKeyList[0]; } ; } return(false); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Enter: footer.StartButton.TriggerClick(); return(true); case Key.Delete: if (state.Keyboard.ShiftPressed) { if (Beatmap != null) { dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap)); } return(true); } break; } return(base.OnKeyDown(state, args)); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (!UserScrollSpeedAdjustment) { return(false); } if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.Minus: this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange + time_span_step, 600, Easing.OutQuint); break; case Key.Plus: this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange - time_span_step, 600, Easing.OutQuint); break; } } return(false); }
private void HandleUiActionHappend(object sender, KeyDownEventArgs e) { var left = this.Player.Position.Left; var top = this.Player.Position.Top; var possibleMovements = this.Player.PossibleMovements(Maze); switch (e.Command) { case GameCommand.MoveDown: if(possibleMovements.Contains(Direction.Down)) this.Player.Position = new Position(left, top + AppSettings.MopvementSpeed); this.Player.LastMoveDirection = Direction.Down; this.ItemsToCollect = this.Player.PosibleCollection(this.ItemsToCollect); break; case GameCommand.MoveUp: if (possibleMovements.Contains(Direction.Up)) this.Player.Position = new Position(left, top - AppSettings.MopvementSpeed); this.Player.LastMoveDirection = Direction.Up; this.ItemsToCollect = this.Player.PosibleCollection(this.ItemsToCollect); break; case GameCommand.MoveLeft: if (possibleMovements.Contains(Direction.Left)) this.Player.Position = new Position(left - AppSettings.MopvementSpeed, top); this.Player.LastMoveDirection = Direction.Left; this.ItemsToCollect = this.Player.PosibleCollection(this.ItemsToCollect); break; case GameCommand.MoveRight: if (possibleMovements.Contains(Direction.Right)) this.Player.Position = new Position(left + AppSettings.MopvementSpeed, top); this.Player.LastMoveDirection = Direction.Right; this.ItemsToCollect = this.Player.PosibleCollection(this.ItemsToCollect); break; case GameCommand.Attack: this.Fire(); break; } }
void HandleKeyDown(KeyDownEventArgs e) { switch (e.Key) { case Key.Esc: Exit(); return; case Key.F1: console.Toggle(); return; case Key.F2: debugHud.ToggleAll(); return; } var renderer = Renderer; switch (e.Key) { case Key.N1: var quality = renderer.TextureQuality; ++quality; if (quality > 2) quality = 0; renderer.TextureQuality = quality; break; case Key.N2: var mquality = renderer.MaterialQuality; ++mquality; if (mquality > 2) mquality = 0; renderer.MaterialQuality = mquality; break; case Key.N3: renderer.SpecularLighting = !renderer.SpecularLighting; break; case Key.N4: renderer.DrawShadows = !renderer.DrawShadows; break; case Key.N5: var shadowMapSize = renderer.ShadowMapSize; shadowMapSize *= 2; if (shadowMapSize > 2048) shadowMapSize = 512; renderer.ShadowMapSize = shadowMapSize; break; // shadow depth and filtering quality case Key.N6: var q = (int)renderer.ShadowQuality++; if (q > 3) q = 0; renderer.ShadowQuality = (ShadowQuality)q; break; // occlusion culling case Key.N7: var o = !(renderer.MaxOccluderTriangles > 0); renderer.MaxOccluderTriangles = o ? 5000 : 0; break; // instancing case Key.N8: renderer.DynamicInstancing = !renderer.DynamicInstancing; break; case Key.N9: Image screenshot = new Image(); Graphics.TakeScreenShot(screenshot); screenshot.SavePNG(FileSystem.ProgramDir + $"Data/Screenshot_{GetType().Name}_{DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss", CultureInfo.InvariantCulture)}.png"); break; } }
private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args) { if (args.Repeat) return false; switch (args.Key) { case Key.F8: chat.ToggleVisibility(); return true; case Key.PageUp: case Key.PageDown: var rate = ((Clock as ThrottledFrameClock).Source as StopwatchClock).Rate * (args.Key == Key.PageUp ? 1.1f : 0.9f); ((Clock as ThrottledFrameClock).Source as StopwatchClock).Rate = rate; Logger.Log($@"Adjusting game clock to {rate}", LoggingTarget.Debug); return true; } if (state.Keyboard.ControlPressed) { switch (args.Key) { case Key.O: options.ToggleVisibility(); return true; } } return base.OnKeyDown(state, args); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { return Handler(state, args); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Escape: if (State == Visibility.Hidden) return false; Hide(); return true; } return base.OnKeyDown(state, args); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Key == this.Key) IsLit = true; return base.OnKeyDown(state, args); }
void HandleEscKeyDown(KeyDownEventArgs args) { // Unlike the other samples, exiting the engine when ESC is pressed instead of just closing the console if (args.Key == Key.Esc) Engine.Exit(); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Enter: start(); return true; } return base.OnKeyDown(state, args); }
void HandleKeyDown(KeyDownEventArgs e) { switch (e.Key) { case Key.Esc: Exit(); return; case Key.F1: console.Toggle(); return; case Key.F2: debugHud.ToggleAll(); return; } if (UI.FocusElement == null) return; var renderer = Renderer; switch (e.Key) { case Key.N1: var quality = renderer.TextureQuality; ++quality; if (quality > 2) quality = 0; renderer.TextureQuality = quality; break; case Key.N2: var mquality = renderer.MaterialQuality; ++mquality; if (mquality > 2) mquality = 0; renderer.MaterialQuality = mquality; break; case Key.N3: renderer.SpecularLighting = !renderer.SpecularLighting; break; case Key.N4: renderer.DrawShadows = !renderer.DrawShadows; break; case Key.N5: var shadowMapSize = renderer.ShadowMapSize; shadowMapSize *= 2; if (shadowMapSize > 2048) shadowMapSize = 512; renderer.ShadowMapSize = shadowMapSize; break; // shadow depth and filtering quality case Key.N6: var q = (int)renderer.ShadowQuality++; if (q > 3) q = 0; renderer.ShadowQuality = (ShadowQuality)q; break; // occlusion culling case Key.N7: var o = !(renderer.MaxOccluderTriangles > 0); renderer.MaxOccluderTriangles = o ? 5000 : 0; break; // instancing case Key.N8: renderer.DynamicInstancing = !renderer.DynamicInstancing; break; } }