Example #1
0
 /// <summary>
 /// An event handler for when a key is typed. This is set up to listen for key presses and update
 /// active key sequences. While anybody could handle KeySequence objects on their own, for most
 /// people, this will be the preferred method.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void KeyTypedHandler(object sender, KeyboardEventArgs e)
 {
     foreach(KeySequence sequence in keySequences)
     {
         sequence.HandleKey(e.Key);
     }
 }
Example #2
0
 private void OnKeyReleased(object sender, KeyboardEventArgs e)
 {
     switch (e.Key)
     {
         case Keys.W:
         case Keys.S:
         case Keys.A:
         case Keys.D:
             if (Player != null)
             {
                 Player.OnKeyReleased(sender, e);
             }
             break;
         default:
             break;
     }
 }
 private void OnKeyReleased(object sender, KeyboardEventArgs e)
 {
     switch (e.Key)
     {
         case Keys.W:
             KeysStatus[(int)MoveDirection.Up]       = false;
             break;
         case Keys.S:
             KeysStatus[(int)MoveDirection.Down]     = false;
             break;
         case Keys.A:
             KeysStatus[(int)MoveDirection.Left]     = false;
             break;
         case Keys.D:
             KeysStatus[(int)MoveDirection.Right]    = false;
             break;
         default:
             break;
     }
 }
Example #4
0
        private KeyboardEventArgs GetKeyboardEventArgs(TimeSpan time, Keys key, Modifiers mods, KeyboardState state)
        {
            KeyboardEventArgs _arg;

            if (_freeKBEventArgs.Count == 0)
            { //If it doesn't exist
                _arg = new KeyboardEventArgs(time, key, mods, state);
                _allKBEventArgs.Add(_arg);
                return(_arg);
            }

            //If it exists
            _arg = _freeKBEventArgs[_freeKBEventArgs.Count - 1];
            _freeKBEventArgs.RemoveAt(_freeKBEventArgs.Count - 1);

            _arg.Time      = time;
            _arg.State     = state;
            _arg.Modifiers = mods;
            _arg.Key       = key;

            return(_arg);
        }
Example #5
0
 public void OnKeyReleased(object sender, KeyboardEventArgs e)
 {
     switch (e.Key)
     {
         case Keys.W:
             SetKeyState(EnableMoveTag.UpTag, false);
             break;
         case Keys.S:
             SetKeyState(EnableMoveTag.DownTag, false);
             break;
         case Keys.A:
             SetKeyState(EnableMoveTag.LeftTag, false);
             break;
         case Keys.D:
             SetKeyState(EnableMoveTag.RightTag, false);
             break;
         default:
             break;
     }
 }
Example #6
0
 /// <summary>
 /// Raises the KeyTyped event. This is done automatically by a correctly configured component,
 /// but this is exposed publicly to allow programmatic key typed events to occur.
 /// </summary>
 public void OnKeyTyped(object sender, KeyboardEventArgs args)
 {
     if (KeyTyped != null) { KeyTyped(sender, args); }
 }
Example #7
0
        private void OnKeyReleased(object sender, KeyboardEventArgs msg)
        {

        }
Example #8
0
        private void OnKeyPressed(object sender, KeyboardEventArgs msg)
        {

        }