Example #1
0
        /// <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));
        }
Example #2
0
        /// <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);
        }
Example #3
0
        /// <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));
        }
Example #4
0
        /// <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));
        }
Example #5
0
 /// <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));
 }
Example #6
0
 /// <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));
 }