/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The key, whose status was changed.</param> /// <param name="pressed">Flag that indicates if the key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnKey(Purple.Input.Key key, bool pressed) { if (pressed) { switch (key) { case Purple.Input.Key.W: Device.Instance.RenderStates.Wireframe = !Device.Instance.RenderStates.Wireframe; return(true); case Purple.Input.Key.S: TextureManager.Instance.Save("ScreenShot.png", Device.Instance.BackBuffer); return(true); case Purple.Input.Key.F: frameRate.Visible = !frameRate.Visible; return(true); case Purple.Input.Key.H: help.Visible = !help.Visible; return(true); case Purple.Input.Key.I: Purple.Engine.Instance.TimeFactor += 0.1f; return(true); case Purple.Input.Key.D: Purple.Engine.Instance.TimeFactor -= 0.1f; return(true); } } return(base.OnKey(key, pressed)); }
/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The current key that was pressed or released.</param> /// <param name="pressed">Flagthat indicates if key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public bool OnKey(Purple.Input.Key key, bool pressed) { ArrayList cloned = (ArrayList)list.Clone(); for (int i = cloned.Count - 1; i >= 0; i--) { IGuiElement element = (cloned[i] as IGuiElement); if (element.Enabled && element.OnKey(key, pressed)) { return(true); } } return(false); }
/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The key, whose status was changed.</param> /// <param name="pressed">Flag that indicates if the key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnKey(Purple.Input.Key key, bool pressed) { #if PROFILE if (pressed) { switch (key) { case Purple.Input.Key.R: data.Reset(); return(true); } } #endif return(base.OnKey(key, pressed)); }
/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The key, whose status was changed.</param> /// <param name="pressed">Flag that indicates if the key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnKey(Purple.Input.Key key, bool pressed) { if (pressed) { switch (key) { case Purple.Input.Key.G: System.GC.Collect(); System.GC.WaitForPendingFinalizers(); return(true); case Purple.Input.Key.D: TextureManager.Instance.DisposeOnlineData(); return(true); } } return(base.OnKey(key, pressed)); }
/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The key, whose status was changed.</param> /// <param name="pressed">Flag that indicates if the key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnKey(Purple.Input.Key key, bool pressed) { return(pages[currentPage].OnKey(key, pressed)); }
/// <summary> /// Method that handles keyboard events. /// </summary> /// <param name="key">The key, whose status was changed.</param> /// <param name="pressed">Flag that indicates if the key was pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnKey(Purple.Input.Key key, bool pressed) { return(children.OnKey(key, pressed)); }