Esempio n. 1
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 public RitualKey(KeyCodes code = KeyCodes.None)
 {
     keyCode = code;
     earnedByJoy = new bool[2];
     earnedByJoy[0] = false;
     earnedByJoy[1] = false;
 }
Esempio n. 2
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 /// <summary>
 /// Constructor for keyboard buttons.
 /// </summary>
 /// <param name="code"></param>
 /// <param name="onPress"></param>
 public ButtonTrigger(KeyCodes code, bool onPress)
 {
     this.deviceId          = 0;
     this.deviceType        = InputDeviceType.Keyboard;
     this.buttonId          = (uint)code;
     this.whenButtonPressed = onPress;
 }
Esempio n. 3
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        protected override void OnKeyPressInternal(IPointer cursor, KeyCodes code,
                                                   KeyboardModifiers modifiers, InputEventModifier eventModifiers)
        {
            base.OnKeyPressInternal(cursor, code, modifiers, eventModifiers);

            // We are focused.
            animationState.TransistTo(CommonStyleStates.Focused);

            if (code == KeyCodes.C && (modifiers & KeyboardModifiers.LCtrl) != 0)
            {
                if (selectedRange.Y < selectedRange.X)
                {
                    return;
                }

                // We have a copy event.
                Action3 <Label, Vector2i, StringBuilder> t = onTextCopy;
                StringBuilder b = new StringBuilder(SelectedText);

                // Events may alter copy or react on it.
                if (t != null)
                {
                    t(this, selectedRange, b);
                }

                // We add copy to cursor.
                AttachedData attachedData = new AttachedData();
                attachedData.ApplicationID  = Guid.Empty; //< FIXME
                attachedData.Data           = b.ToString();
                attachedData.Representation = null;

                // We attach data.
                cursor.AttachData(attachedData);
            }
        }
Esempio n. 4
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 public void RemoveKeyCode(int keyCode, bool removeAll)
 {
     if (KeyCodes.Contains(keyCode))
     {
         if (!removeAll)
         {
             KeyCodes.Remove(keyCode);
         }
         else
         {
             int startCount = KeyCodes.Count;
             for (int i = startCount - 1; i >= 0; i--)
             {
                 if (KeyCodes[i] == keyCode)
                 {
                     KeyCodes.RemoveAt(i);
                 }
             }
         }
     }
     else
     {
         Debug.LogWarning("Can't remove key code '" + keyCode +
                          "' because it doesn't exist.");
     }
 }
Esempio n. 5
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        private Input[] GetSingleKeyDownSequence(KeyCodes keyCode)
        {
            Input downInput = new Input();

            downInput.type  = (int)InputType.Keyboard;
            downInput.union = new InputUnion {
                ki = new KeyboardInput {
                    vk          = 0,
                    wScan       = (ushort)keyCode,
                    dwFlags     = SCANCODE,
                    time        = 0,
                    dwExtraInfo = IntPtr.Zero
                }
            };

            Input upInput = new Input();

            upInput.type  = (int)InputType.Keyboard;
            upInput.union = new InputUnion {
                ki = new KeyboardInput {
                    vk          = 0,
                    wScan       = (ushort)keyCode,
                    dwFlags     = KEYUP | SCANCODE,
                    time        = 0,
                    dwExtraInfo = IntPtr.Zero
                }
            };

            return(new Input[] { downInput, upInput });
        }
Esempio n. 6
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        public void Construct(DialogueAction action, KeyCode hotkey)
        {
            this.action = action;
            this.hotkey = hotkey;

            this.text.text = $"{KeyCodes.GetLabel(this.hotkey)}. {this.action.Text}";
        }
Esempio n. 7
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        public void SetHotkey(KeyCode hotkey)
        {
            this.hotkey = hotkey;

            this.hotkeyBadge.gameObject.SetActive(true);
            this.hotkeyText.text = KeyCodes.GetLabel(this.hotkey);
        }
Esempio n. 8
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        public void addGlobalKeyAction(String name, KeyCodes k1, KeyCodes?k2 = null, KeyCodes?k3 = null,
                                       Action OnPress = null, Action OnRelease = null, Action OnHold = null)
        {
            KeyBundle keyBundle;

            if (k2 == null)
            {
                keyBundle = new KeyBundle(k1);
            }
            else if (k3 == null)
            {
                keyBundle = new KeyBundle((KeyCodes)k2, k1);
            }
            else
            {
                keyBundle = new KeyBundle((KeyCodes)k3, (KeyCodes)k2, k1);
            }

            var keyAction = new KeyAction(name, OnPress, new HashSet <KeyBundle>()
            {
                keyBundle
            });

            keyAction.releaseAction = OnRelease;
            keyAction.holdAction    = OnHold;

            Keybinds.Add(keyBundle, keyAction);
        }
Esempio n. 9
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        public void ProcessKeyboard()
        {
            foreach (Keys k in Enum.GetValues(typeof(Keys)))
            {
                if (KeyPressEvent(k))
                {
                    KeyCodes kc = (KeyCodes)k;
                    //Console.WriteLine(kc); //======================//======================//======================//======================//======================
                    if (!PressedKeys.Contains(kc) && PressedKeys.Count < 3)
                    {
                        //PressedKeys.Push(kc);
                        PressedKeys.Add(kc);
                        TryAction();
                    }
                    //PrintPressedKeys();
                }
            }

            for (int i = PressedKeys.Count - 1; i >= 0; i--)
            {
                KeyCodes key = PressedKeys.ElementAt(i);
                if (KeyReleaseEvent((Keys)key))
                {
                    //while (PressedKeys.ElementAt(PressedKeys.Count) != key) PressedKeys.Pop();
                    //PressedKeys.Pop();
                    PressedKeys.Remove(key);
                    //PrintPressedKeys(true);
                    break;
                }
            }
        }
Esempio n. 10
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        public KeyBundle(KeyCodes effectiveKey, KeyCodes?mod1 = null, KeyCodes?mod2 = null)
        {
            this.effectiveKey = effectiveKey;

            this.mod1 = mod1;
            this.mod2 = mod2;

            if (mod1 == null)
            {
                if (mod2 != null)
                {
                    this.mod1 = mod1;
                    this.mod2 = mod2;
                    throw new ArgumentException();
                }
            }
            else
            {
                if (mod2 != null)
                {
                    //this.mod2 = mod2;
                    if (mod1 > mod2)
                    {
                        this.mod1 = mod2;
                        this.mod2 = mod1;
                    }
                }
            }
        }
Esempio n. 11
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        /// <summary>
        ///     Grabs the first key that is currently pressed and returns it as a character.
        /// </summary>
        /// <returns>ASCII character of the first key current pressed.</returns>
        public static char GetChar()
        {
            while (_grabIndex < 160)
            {
                KeyCodes keyCode = GetKey();
                if ((int)keyCode != 0)
                {
                    char chr = NativeMethods.VirtualKeyToChar((uint)_virtualKeys[(int)keyCode]);
                    if (chr != '\0')
                    {
                        if (_lastKey == keyCode && _fastKeyTimer.DurationMillisecond > _fastKeyDelay)
                        {
                            return(chr);
                        }
                        else
                        {
                            if (_lastKey != keyCode)
                            {
                                _fastKeyTimer.Restart();
                                _lastKey = keyCode;
                                return(chr);
                            }
                            return('\0');
                        }
                    }
                }
            }

            _fastKeyTimer.Restart();
            _lastKey = (KeyCodes)0;
            return('\0');
        }
Esempio n. 12
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        protected void addProcessKeyAction(String name, KeyCodes k1, KeyCodes?k2 = null, KeyCodes?k3 = null,
                                           Action OnPress = null, Action OnRelease = null, Action OnHold = null)
        {
            KeyBundle keyBundle;

            if (k2 == null)
            {
                keyBundle = new KeyBundle(k1);
            }
            else if (k3 == null)
            {
                keyBundle = new KeyBundle((KeyCodes)k2, k1);
            }
            else
            {
                keyBundle = new KeyBundle((KeyCodes)k3, (KeyCodes)k2, k1);
            }

            var keyAction = new KeyAction(name, OnPress, new HashSet <KeyBundle>()
            {
                keyBundle
            });

            keyAction.releaseAction = OnRelease;
            keyAction.holdAction    = OnHold;

            processKeyActions.Add(keyAction, keyBundle);
        }
 /// <summary>
 ///		Initializes a new instance of this class.
 /// </summary>
 /// <param name="keyCode">KeyCode of key that fired this event.</param>
 /// <param name="pressed">If this event was fired by pressing or releasing the event.</param>
 /// <param name="mx">Position of the mouse on the x-axis.</param>
 /// <param name="my">Position of the mouse on the y-axis.</param>
 /// <param name="mz">Position of the mouse on the z-axis.</param>
 public InputEventData(KeyCodes keyCode, bool pressed, int mx, int my, int mz)
 {
     _keyCode = keyCode;
     _pressed = pressed;
     _mouseX = mx;
     _mouseY = my;
     _mouseZ = mz;
 }
Esempio n. 14
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 /// <summary>
 ///		Initializes a new instance of this class.
 /// </summary>
 /// <param name="keyCode">KeyCode of key that fired this event.</param>
 /// <param name="pressed">If this event was fired by pressing or releasing the event.</param>
 /// <param name="mx">Position of the mouse on the x-axis.</param>
 /// <param name="my">Position of the mouse on the y-axis.</param>
 /// <param name="mz">Position of the mouse on the z-axis.</param>
 public InputEventData(KeyCodes keyCode, bool pressed, int mx, int my, int mz)
 {
     _keyCode = keyCode;
     _pressed = pressed;
     _mouseX  = mx;
     _mouseY  = my;
     _mouseZ  = mz;
 }
Esempio n. 15
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 public KeyInput(List <KeyCode> newKeyCode, KeyStateEnum newKeyState, CheckingModeEnum newCheckingKeyMode, System.Action newOnKeyAction, OccurrenceModeEnum newOccurrenceMode = OccurrenceModeEnum.KEY_HAS_OCCUR)
 {
     KeyCodes.AddRange(newKeyCode);
     KeyState        = newKeyState;
     CheckingKeyMode = newCheckingKeyMode;
     OnKeyAction     = newOnKeyAction;
     OccurrenceMode  = newOccurrenceMode;
 }
Esempio n. 16
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 public static void unbind(KeyCodes keyCode)
 {
     if (InputList.Exists(i => i.KeyCode == keyCode))
     {
         KeyModel Input = InputList.Find(i => i.KeyCode == keyCode);
         InputList.Remove(Input);
     }
 }
 /// <summary>
 ///		Retruns true if the given mouse button is currently down.
 /// </summary>
 /// <param name="key">Mouse key code of key to check.</param>
 /// <returns>True if mouse key is currently down.</returns>
 private bool MouseDown(KeyCodes key)
 {
     if (_mouseState.GetMouseButtons() == null)
     {
         return(false);
     }
     return(_mouseState.GetMouseButtons()[((int)key) - 160] != 0);
 }
 public string GetBinding(KeyCodes k, ModifierKeys m)
 {
     // TODO: support actions for simple modifier keys?
     string keyStr = KeyBindings.GetKeyString(k);
     if (keyStr == null)
         return null;
     return GetBinding(keyStr, m);
 }
Esempio n. 19
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        /// <summary>
        /// 用於發送一個虛擬按鍵。
        /// </summary>
        /// <param name="SendCode">要傳送"按下"指令的按鍵代碼</param>
        /// <returns></returns>
        public bool PressKey(KeyCodes SendCode)
        {
            bool a = SendKey(SendCode, KeyStatus.KeyDown);

            Thread.Sleep(1);
            bool b = SendKey(SendCode, KeyStatus.KeyUP);

            return(a || b);
        }
Esempio n. 20
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 /// <summary>
 ///		Binds a keyboard key to a given name.
 /// </summary>
 /// <param name="key">Key to bind.</param>
 /// <param name="name">Name to bind key to.</param>
 public static void BindKey(string name, KeyCodes key)
 {
     name = name.ToLower();
     if (_keyBindings.Contains(name) == true)
     {
         _keyBindings.Remove(name);
     }
     _keyBindings.Add(name, key);
 }
Esempio n. 21
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 // метод удаления кнопки из списка
 public static void Unbind(KeyCodes keyCode)
 {
     //тут просто находим объект с данным кодом в списке и удаляем
     if (InputList.Exists(i => i.KeyCode == keyCode))
     {
         KeyModel Input = InputList.Find(i => i.KeyCode == keyCode);
         InputList.Remove(Input);
     }
 }
Esempio n. 22
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        void IUserInteractive.OnKeyPress(IPointer cursor, KeyCodes code, SharpMedia.Input.KeyboardModifiers modifiers, InputEventModifier eventModifiers)
        {
            IWidget focus = FocusedWidget;

            if (focus != null)
            {
                focus.OnKeyPress(cursor, code, modifiers, eventModifiers);
            }
        }
Esempio n. 23
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        void IUserInteractive.OnKeyRelease(IPointer cursor, KeyCodes code, SharpMedia.Input.KeyboardModifiers modifiers)
        {
            IWidget focus = FocusedWidget;

            if (focus != null)
            {
                focus.OnKeyRelease(cursor, code, modifiers);
            }
        }
Esempio n. 24
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 public override void HandleInputUp(KeyCodes code)
 {
     switch (code)
     {
     case KeyCodes.Escape:
         _shouldExitToMainMenu = true;
         break;
     }
 }
Esempio n. 25
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		public static KeyCodes KeyCodes_normalizeMacWebKitKeyCode(KeyCodes keyCode)
		{
			switch (keyCode) {
			case goog.events.KeyCodes.MAC_WK_CMD_RIGHT:  // 93
				return goog.events.KeyCodes.META;          // 91
			default:
				return keyCode;
			}
		}
    public override string ToString()
    {
        string ans = KeyCodes.ToShortString(key);

        foreach (var mod in modifiers)
        {
            ans = KeyCodes.ToShortString(mod) + "+" + ans;
        }
        return(ans);
    }
 public void AddKeyCodes(KeyCode[] keycodes)
 {
     foreach (KeyCode keycode in keycodes)
     {
         if (!KeyCodes.Contains(keycode))
         {
             KeyCodes.Add(keycode);
         }
     }
 }
Esempio n. 28
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        public Events(KeyCodes keyCode, HTMLDivElement wrapper)
        {
            if (wrapper == null)
            {
                throw new ArgumentNullException(nameof(wrapper));
            }

            _keyCode = (int)keyCode;
            _wrapper = wrapper;
        }
        public async static Task <bool> SendKey(IntPtr hwnd, KeyCodes key, int Delay)
        {
            bool result;

            result = PostMessage(hwnd, (uint)KeyEvents.WM_KEYDOWN, (char)key, 1);
            await Task.Delay(Delay);

            result = PostMessage(hwnd, (uint)KeyEvents.WM_KEYUP, (char)key, 0);

            return(result);
        }
Esempio n. 30
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        public string GetBinding(KeyCodes k, ModifierKeys m)
        {
            // TODO: support actions for simple modifier keys?
            string keyStr = KeyBindings.GetKeyString(k);

            if (keyStr == null)
            {
                return(null);
            }
            return(GetBinding(keyStr, m));
        }
Esempio n. 31
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        public KeyboardEmulator PressKey(KeyCodes keyCode, uint count = 1)
        {
            if (count < 1)
            {
                throw new ArgumentOutOfRangeException(nameof(count), "Must be more than zero");
            }

            this.SendKeyboardKeys($"{{{keyCode.ToString()} {count}}}");

            return(this);
        }
Esempio n. 32
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 public void AddKeyCode(int keyCode, bool addIfNew)
 {
     if (addIfNew)
     {
         KeyCodes.AddIfNew(keyCode);
     }
     else
     {
         KeyCodes.Add(keyCode);
     }
 }
Esempio n. 33
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        private void initilizeKeyboard()
        {
            this.KeyDown += (o, e) =>
            {
                switch (e.Key)
                {
                case System.Windows.Input.Key.Left:
                    _gamePad |= KeyCodes.KEY_LEFT;
                    break;

                case System.Windows.Input.Key.Right:
                    _gamePad |= KeyCodes.KEY_RIGHT;
                    break;

                case System.Windows.Input.Key.Up:
                    _gamePad |= KeyCodes.KEY_UP;
                    break;

                case System.Windows.Input.Key.Down:
                    _gamePad |= KeyCodes.KEY_DOWN;
                    break;

                case System.Windows.Input.Key.Escape:
                    _gamePad |= KeyCodes.KEY_ESC;
                    break;
                }
            };

            this.KeyUp += (o, e) =>
            {
                switch (e.Key)
                {
                case System.Windows.Input.Key.Left:
                    _gamePad &= ~KeyCodes.KEY_LEFT;
                    break;

                case System.Windows.Input.Key.Right:
                    _gamePad &= ~KeyCodes.KEY_RIGHT;
                    break;

                case System.Windows.Input.Key.Up:
                    _gamePad &= ~KeyCodes.KEY_UP;
                    break;

                case System.Windows.Input.Key.Down:
                    _gamePad &= ~KeyCodes.KEY_DOWN;
                    break;

                case System.Windows.Input.Key.Escape:
                    _gamePad &= ~KeyCodes.KEY_ESC;
                    break;
                }
            };
        }
Esempio n. 34
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 void cf_OnKeyDown(CrystalFontz635 api, KeyCodes pressedKeys)
 {
     switch (pressedKeys) {
         case KeyCodes.Up:
             if (index - 1 > 0) {
                 index--;
             }
             break;
         case KeyCodes.Down:
             if (index + 1 < drives.Length) {
                 index++;
             }
             break;
     }
 }
 public static LaneKeyCode KeyCodeToLane(KeyCodes keyCode)
 {
     switch (keyCode)
     {
         case KeyCodes.A:
             return LaneKeyCode.Y;
         case KeyCodes.B:
             return LaneKeyCode.X;
         case KeyCodes.X:
             return LaneKeyCode.B;
         case KeyCodes.Y:
             return LaneKeyCode.A;
         default:
             return LaneKeyCode.A;
     }
 }
Esempio n. 36
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    public static bool IsAxisPressed(KeyCodes keyCode, float value)
    {
        switch (keyCode)
        {
            case KeyCodes.LT:
            case KeyCodes.Down:
            case KeyCodes.Left:
                if (value <= -0.3f)
                {
                    return true;
                }
                break;
            default:
                return value >= 0.3f;
        }

        return false;
    }
Esempio n. 37
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    public void EnterInput(int joystick, KeyCodes keyCode)
    {
        int ritualIndex = GetCurrentIndex(joystick) + 1;

        if (ritual[ritualIndex].keyCode == keyCode)
        {
            ritual[ritualIndex].earnedByJoy[joystick] = true;

            if (OnPress != null)
            {
                OnPress(joystick, ritualIndex);
            }
        }
        else
        {
            Reset(joystick);
        }
    }
        public void addGlobalKeyAction(String name, KeyCodes k1, KeyCodes? k2 = null, KeyCodes? k3 = null, Action OnPress = null, Action OnRelease = null, Action OnHold = null)
        {
            KeyBundle keyBundle;
            if (k2 == null) keyBundle = new KeyBundle(k1);
            else if (k3 == null) keyBundle = new KeyBundle((KeyCodes)k2, k1);
            else keyBundle = new KeyBundle((KeyCodes)k3, (KeyCodes)k2, k1);

            var keyAction = new KeyAction(name, OnPress, new HashSet<KeyBundle>() { keyBundle });

            keyAction.releaseAction = OnRelease;
            keyAction.holdAction = OnHold;

            Keybinds.Add(keyBundle, keyAction);
        }
        public KeyBundle(KeyCodes effectiveKey, KeyCodes? mod1 = null, KeyCodes? mod2 = null)
        {
            this.effectiveKey = effectiveKey;

            this.mod1 = mod1;
            this.mod2 = mod2;

            if (mod1 == null)
            {
                if (mod2 != null) { this.mod1 = mod1; this.mod2 = mod2; throw new ArgumentException(); }

            }
            else
            {
                if (mod2 != null)
                {
                    //this.mod2 = mod2;
                    if (mod1 > mod2)
                    {
                        this.mod1 = mod2;
                        this.mod2 = mod1;
                    }
                }
            }
        }
Esempio n. 40
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        /// <summary>
        ///     Grabs the first key that is currently pressed and returns it as a character.
        /// </summary>
        /// <returns>ASCII character of the first key current pressed.</returns>
        public static char GetChar()
        {
            while (_grabIndex < 160)
            {
                KeyCodes keyCode = GetKey();
                if ((int)keyCode != 0)
                {
                    char chr = NativeMethods.VirtualKeyToChar((uint)_virtualKeys[(int)keyCode]);
                    if (chr != '\0')
                    {
                        if (_lastKey == keyCode && _fastKeyTimer.DurationMillisecond > _fastKeyDelay)
                            return chr;
                        else
                        {
                            if (_lastKey != keyCode)
                            {
                                _fastKeyTimer.Restart();
                                _lastKey = keyCode;
                                return chr;
                            }
                            return '\0';
                        }
                    }
                }
            }

            _fastKeyTimer.Restart();
            _lastKey = (KeyCodes)0;
            return '\0';
        }
Esempio n. 41
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 public bool IsKeyDownEvent(KeyCodes key)
 {
     if (!_keyEventTargets.Contains(key)) _keyEventTargets.Add(key);
     return !_previousKeyStates[(int)key] && _currentKeyStates[(int)key];
 }
        /// <summary>
        /// Used to convert an Axiom.Input.KeyCodes enum val to a Key enum val.
        /// </summary>
        /// <param name="key">Axiom keyboard code to query.</param>
        /// <returns>
        /// The equivalent enum value in the Key enum.
        /// </returns>
        private static Key ConvertKeyEnum( KeyCodes key )
        {
            Key dinputKey = 0;
            switch ( key )
            {
                case KeyCodes.A:
                    dinputKey = Key.A;
                    break;
                case KeyCodes.B:
                    dinputKey = Key.B;
                    break;
                case KeyCodes.C:
                    dinputKey = Key.C;
                    break;
                case KeyCodes.D:
                    dinputKey = Key.D;
                    break;
                case KeyCodes.E:
                    dinputKey = Key.E;
                    break;
                case KeyCodes.F:
                    dinputKey = Key.F;
                    break;
                case KeyCodes.G:
                    dinputKey = Key.G;
                    break;
                case KeyCodes.H:
                    dinputKey = Key.H;
                    break;
                case KeyCodes.I:
                    dinputKey = Key.I;
                    break;
                case KeyCodes.J:
                    dinputKey = Key.J;
                    break;
                case KeyCodes.K:
                    dinputKey = Key.K;
                    break;
                case KeyCodes.L:
                    dinputKey = Key.L;
                    break;
                case KeyCodes.M:
                    dinputKey = Key.M;
                    break;
                case KeyCodes.N:
                    dinputKey = Key.N;
                    break;
                case KeyCodes.O:
                    dinputKey = Key.O;
                    break;
                case KeyCodes.P:
                    dinputKey = Key.P;
                    break;
                case KeyCodes.Q:
                    dinputKey = Key.Q;
                    break;
                case KeyCodes.R:
                    dinputKey = Key.R;
                    break;
                case KeyCodes.S:
                    dinputKey = Key.S;
                    break;
                case KeyCodes.T:
                    dinputKey = Key.T;
                    break;
                case KeyCodes.U:
                    dinputKey = Key.U;
                    break;
                case KeyCodes.V:
                    dinputKey = Key.V;
                    break;
                case KeyCodes.W:
                    dinputKey = Key.W;
                    break;
                case KeyCodes.X:
                    dinputKey = Key.X;
                    break;
                case KeyCodes.Y:
                    dinputKey = Key.Y;
                    break;
                case KeyCodes.Z:
                    dinputKey = Key.Z;
                    break;
                case KeyCodes.Left:
                    dinputKey = Key.Left;
                    break;
                case KeyCodes.Right:
                    dinputKey = Key.Right;
                    break;
                case KeyCodes.Up:
                    dinputKey = Key.Up;
                    break;
                case KeyCodes.Down:
                    dinputKey = Key.Down;
                    break;
                case KeyCodes.Escape:
                    dinputKey = Key.Escape;
                    break;
                case KeyCodes.F1:
                    dinputKey = Key.F1;
                    break;
                case KeyCodes.F2:
                    dinputKey = Key.F2;
                    break;
                case KeyCodes.F3:
                    dinputKey = Key.F3;
                    break;
                case KeyCodes.F4:
                    dinputKey = Key.F4;
                    break;
                case KeyCodes.F5:
                    dinputKey = Key.F5;
                    break;
                case KeyCodes.F6:
                    dinputKey = Key.F6;
                    break;
                case KeyCodes.F7:
                    dinputKey = Key.F7;
                    break;
                case KeyCodes.F8:
                    dinputKey = Key.F8;
                    break;
                case KeyCodes.F9:
                    dinputKey = Key.F9;
                    break;
                case KeyCodes.F10:
                    dinputKey = Key.F10;
                    break;
                case KeyCodes.D0:
                    dinputKey = Key.D0;
                    break;
                case KeyCodes.D1:
                    dinputKey = Key.D1;
                    break;
                case KeyCodes.D2:
                    dinputKey = Key.D2;
                    break;
                case KeyCodes.D3:
                    dinputKey = Key.D3;
                    break;
                case KeyCodes.D4:
                    dinputKey = Key.D4;
                    break;
                case KeyCodes.D5:
                    dinputKey = Key.D5;
                    break;
                case KeyCodes.D6:
                    dinputKey = Key.D6;
                    break;
                case KeyCodes.D7:
                    dinputKey = Key.D7;
                    break;
                case KeyCodes.D8:
                    dinputKey = Key.D8;
                    break;
                case KeyCodes.D9:
                    dinputKey = Key.D9;
                    break;
                case KeyCodes.F11:
                    dinputKey = Key.F11;
                    break;
                case KeyCodes.F12:
                    dinputKey = Key.F12;
                    break;
                case KeyCodes.Enter:
                    dinputKey = Key.Enter;
                    break;
                case KeyCodes.Tab:
                    dinputKey = Key.Tab;
                    break;
                case KeyCodes.LeftShift:
                case KeyCodes.RightShift:
                    dinputKey = Key.Shift;
                    break;
                case KeyCodes.LeftControl:
                case KeyCodes.RightControl:
                    dinputKey = Key.Ctrl;
                    break;
                //case KeyCodes.Period:
                //    dinputKey = Key.Period;
                //    break;
                //case KeyCodes.Comma:
                //    dinputKey = Key.Comma;
                //    break;
                case KeyCodes.Home:
                    dinputKey = Key.Home;
                    break;
                case KeyCodes.PageUp:
                    dinputKey = Key.PageUp;
                    break;
                case KeyCodes.PageDown:
                    dinputKey = Key.PageDown;
                    break;
                case KeyCodes.End:
                    dinputKey = Key.End;
                    break;
                //case KeyCodes.Semicolon:
                //    dinputKey = Key.Semicolon;
                //    break;
                case KeyCodes.Subtract:
                    dinputKey = Key.Subtract;
                    break;
                case KeyCodes.Add:
                    dinputKey = Key.Add;
                    break;
                case KeyCodes.Backspace:
                    dinputKey = Key.Back;
                    break;
                case KeyCodes.Delete:
                    dinputKey = Key.Delete;
                    break;
                case KeyCodes.Insert:
                    dinputKey = Key.Insert;
                    break;
                case KeyCodes.LeftAlt:
                case KeyCodes.RightAlt:
                    dinputKey = Key.Alt;
                    break;
                case KeyCodes.Space:
                    dinputKey = Key.Space;
                    break;
                //case KeyCodes.Tilde:
                //    dinputKey = Key.Grave;
                //    break;
                //case KeyCodes.OpenBracket:
                //    dinputKey = Key.LeftBracket;
                //    break;
                //case KeyCodes.CloseBracket:
                //    dinputKey = Key.RightBracket;
                //    break;               
                //case KeyCodes.QuestionMark:
                //    dinputKey = Key.Slash;
                //    break;
                //case KeyCodes.Quotes:
                //    dinputKey = Key.Apostrophe;
                //    break;
                //case KeyCodes.Backslash:
                //    dinputKey = Key.Backslash;
                //    break;
                case KeyCodes.NumPad0:
                    dinputKey = Key.NumPad0;
                    break;
                case KeyCodes.NumPad1:
                    dinputKey = Key.NumPad1;
                    break;
                case KeyCodes.NumPad2:
                    dinputKey = Key.NumPad2;
                    break;
                case KeyCodes.NumPad3:
                    dinputKey = Key.NumPad3;
                    break;
                case KeyCodes.NumPad4:
                    dinputKey = Key.NumPad4;
                    break;
                case KeyCodes.NumPad5:
                    dinputKey = Key.NumPad5;
                    break;
                case KeyCodes.NumPad6:
                    dinputKey = Key.NumPad6;
                    break;
                case KeyCodes.NumPad7:
                    dinputKey = Key.NumPad7;
                    break;
                case KeyCodes.NumPad8:
                    dinputKey = Key.NumPad8;
                    break;
                case KeyCodes.NumPad9:
                    dinputKey = Key.NumPad9;
                    break;
            }

            return dinputKey;
        }
        /// <summary>
        ///		Checks the current keyboard state to see if the specified key is pressed.
        /// </summary>
        /// <param name="key">KeyCode to check.</param>
        /// <returns>true if the key is down, false otherwise.</returns>
        public override bool IsKeyPressed(KeyCodes key)
        {
            int sdlKey = ConvertKeyEnum(key);

            return keyboardState[sdlKey] != 0;
        }
Esempio n. 44
0
 void cf_OnKeyDown(CrystalFontz635 api, KeyCodes pressedKeys)
 {
     switch (pressedKeys) {
         case KeyCodes.Left:
             if (display - 1 >= 1)
                 display--;
             break;
         case KeyCodes.Right:
             if (display + 1 <= 3)
                 display++;
             break;
     }
     Draw(TimeSpan.MaxValue);
 }
Esempio n. 45
0
		/// <summary>
		///		Helper method for running logic on a key change.
		/// </summary>
		/// <param name="key">Code of the key being changed</param>
		/// <param name="down">True if the key is being pressed down, false if being released.</param>
		protected void KeyChanged( KeyCodes key, bool down )
		{
			if ( down )
			{
				switch ( key )
				{
					case KeyCodes.LeftAlt:
					case KeyCodes.RightAlt:
						this.modifiers |= ModifierKeys.Alt;
						break;

					case KeyCodes.LeftShift:
					case KeyCodes.RightShift:
						this.modifiers |= ModifierKeys.Shift;
						break;

					case KeyCodes.LeftControl:
					case KeyCodes.RightControl:
						this.modifiers |= ModifierKeys.Control;
						break;
				}

				var e = new Axiom.Input.KeyEventArgs( key, this.modifiers );
				OnKeyDown( e );
			}
			else
			{
				switch ( key )
				{
					case KeyCodes.LeftAlt:
					case KeyCodes.RightAlt:
						this.modifiers &= ~ModifierKeys.Alt;
						break;

					case KeyCodes.LeftShift:
					case KeyCodes.RightShift:
						this.modifiers &= ~ModifierKeys.Shift;
						break;

					case KeyCodes.LeftControl:
					case KeyCodes.RightControl:
						this.modifiers &= ~ModifierKeys.Control;
						break;
				}

				var e = new Axiom.Input.KeyEventArgs( key, this.modifiers );
				OnKeyUp( e );
			}
		}
Esempio n. 46
0
		/// <summary>
		///		Given a key code enum value, the corresponding character is returned.
		/// </summary>
		public static char GetKeyChar( KeyCodes keyCode, ModifierKeys modifiers )
		{
			var isShiftDown = ( modifiers & ModifierKeys.Shift ) > 0;

			switch ( keyCode )
			{
				case KeyCodes.A:
					return isShiftDown ? 'A' : 'a';
				case KeyCodes.B:
					return isShiftDown ? 'B' : 'b';
				case KeyCodes.C:
					return isShiftDown ? 'C' : 'c';
				case KeyCodes.D:
					return isShiftDown ? 'D' : 'd';
				case KeyCodes.E:
					return isShiftDown ? 'E' : 'e';
				case KeyCodes.F:
					return isShiftDown ? 'F' : 'f';
				case KeyCodes.G:
					return isShiftDown ? 'G' : 'g';
				case KeyCodes.H:
					return isShiftDown ? 'H' : 'h';
				case KeyCodes.I:
					return isShiftDown ? 'I' : 'i';
				case KeyCodes.J:
					return isShiftDown ? 'J' : 'j';
				case KeyCodes.K:
					return isShiftDown ? 'K' : 'k';
				case KeyCodes.L:
					return isShiftDown ? 'L' : 'l';
				case KeyCodes.M:
					return isShiftDown ? 'M' : 'm';
				case KeyCodes.N:
					return isShiftDown ? 'N' : 'n';
				case KeyCodes.O:
					return isShiftDown ? 'O' : 'o';
				case KeyCodes.P:
					return isShiftDown ? 'P' : 'p';
				case KeyCodes.Q:
					return isShiftDown ? 'Q' : 'q';
				case KeyCodes.R:
					return isShiftDown ? 'R' : 'r';
				case KeyCodes.S:
					return isShiftDown ? 'S' : 's';
				case KeyCodes.T:
					return isShiftDown ? 'T' : 't';
				case KeyCodes.U:
					return isShiftDown ? 'U' : 'u';
				case KeyCodes.V:
					return isShiftDown ? 'V' : 'v';
				case KeyCodes.W:
					return isShiftDown ? 'W' : 'w';
				case KeyCodes.X:
					return isShiftDown ? 'X' : 'x';
				case KeyCodes.Y:
					return isShiftDown ? 'Y' : 'y';
				case KeyCodes.Z:
					return isShiftDown ? 'Z' : 'z';
				case KeyCodes.Space:
					return ' ';
				case KeyCodes.QuestionMark:
					return isShiftDown ? '?' : '/';
				case KeyCodes.Comma:
					return isShiftDown ? '<' : ',';
				case KeyCodes.Period:
					return isShiftDown ? '>' : '.';
				case KeyCodes.D0:
					return isShiftDown ? ')' : '0';
				case KeyCodes.D1:
					return isShiftDown ? '!' : '1';
				case KeyCodes.D2:
					return isShiftDown ? '@' : '2';
				case KeyCodes.D3:
					return isShiftDown ? '#' : '3';
				case KeyCodes.D4:
					return isShiftDown ? '$' : '4';
				case KeyCodes.D5:
					return isShiftDown ? '%' : '5';
				case KeyCodes.D6:
					return isShiftDown ? '^' : '6';
				case KeyCodes.D7:
					return isShiftDown ? '&' : '7';
				case KeyCodes.D8:
					return isShiftDown ? '*' : '8';
				case KeyCodes.D9:
					return isShiftDown ? '(' : '9';
				case KeyCodes.Semicolon:
					return isShiftDown ? ':' : ';';
				case KeyCodes.Quotes:
					// laziness :)
					return isShiftDown ? '"' : "'"[ 0 ];
				case KeyCodes.OpenBracket:
					return isShiftDown ? '{' : '[';
				case KeyCodes.CloseBracket:
					return isShiftDown ? '}' : ']';
				case KeyCodes.Backslash:
					return isShiftDown ? '|' : '\\';
				case KeyCodes.Plus:
					return isShiftDown ? '+' : '=';
				case KeyCodes.Subtract:
					return isShiftDown ? '_' : '-';
				case KeyCodes.Tilde:
					return isShiftDown ? '~' : '`';

				default:
					return (char)0;
			}
		}
Esempio n. 47
0
		/// <summary>
		///		Used to convert an Axiom.Input.KeyCodes enum val to a OpenTK enum val.
		/// </summary>
		/// <param name="key">Axiom keyboard code to query.</param>
		/// <returns>The equivalent enum value in the OpenTK enum.</returns>
		private Key ConvertKeyEnum( KeyCodes key )
		{
			Key k = 0;

			switch ( key )
			{
				case KeyCodes.A:
					k = Key.A;
					break;
				case KeyCodes.B:
					k = Key.B;
					break;
				case KeyCodes.C:
					k = Key.C;
					break;
				case KeyCodes.D:
					k = Key.D;
					break;
				case KeyCodes.E:
					k = Key.E;
					break;
				case KeyCodes.F:
					k = Key.F;
					break;
				case KeyCodes.G:
					k = Key.G;
					break;
				case KeyCodes.H:
					k = Key.H;
					break;
				case KeyCodes.I:
					k = Key.I;
					break;
				case KeyCodes.J:
					k = Key.J;
					break;
				case KeyCodes.K:
					k = Key.K;
					break;
				case KeyCodes.L:
					k = Key.L;
					break;
				case KeyCodes.M:
					k = Key.M;
					break;
				case KeyCodes.N:
					k = Key.N;
					break;
				case KeyCodes.O:
					k = Key.O;
					break;
				case KeyCodes.P:
					k = Key.P;
					break;
				case KeyCodes.Q:
					k = Key.Q;
					break;
				case KeyCodes.R:
					k = Key.R;
					break;
				case KeyCodes.S:
					k = Key.S;
					break;
				case KeyCodes.T:
					k = Key.T;
					break;
				case KeyCodes.U:
					k = Key.U;
					break;
				case KeyCodes.V:
					k = Key.V;
					break;
				case KeyCodes.W:
					k = Key.W;
					break;
				case KeyCodes.X:
					k = Key.X;
					break;
				case KeyCodes.Y:
					k = Key.Y;
					break;
				case KeyCodes.Z:
					k = Key.Z;
					break;
				case KeyCodes.Left:
					k = Key.Left;
					break;
				case KeyCodes.Right:
					k = Key.Right;
					break;
				case KeyCodes.Up:
					k = Key.Up;
					break;
				case KeyCodes.Down:
					k = Key.Down;
					break;
				case KeyCodes.Escape:
					k = Key.Escape;
					break;
				case KeyCodes.F1:
					k = Key.F1;
					break;
				case KeyCodes.F2:
					k = Key.F2;
					break;
				case KeyCodes.F3:
					k = Key.F3;
					break;
				case KeyCodes.F4:
					k = Key.F4;
					break;
				case KeyCodes.F5:
					k = Key.F5;
					break;
				case KeyCodes.F6:
					k = Key.F6;
					break;
				case KeyCodes.F7:
					k = Key.F7;
					break;
				case KeyCodes.F8:
					k = Key.F8;
					break;
				case KeyCodes.F9:
					k = Key.F9;
					break;
				case KeyCodes.F10:
					k = Key.F10;
					break;
				case KeyCodes.D0:
					k = Key.Number0;
					break;
				case KeyCodes.D1:
					k = Key.Number1;
					break;
				case KeyCodes.D2:
					k = Key.Number2;
					break;
				case KeyCodes.D3:
					k = Key.Number3;
					break;
				case KeyCodes.D4:
					k = Key.Number4;
					break;
				case KeyCodes.D5:
					k = Key.Number5;
					break;
				case KeyCodes.D6:
					k = Key.Number6;
					break;
				case KeyCodes.D7:
					k = Key.Number7;
					break;
				case KeyCodes.D8:
					k = Key.Number8;
					break;
				case KeyCodes.D9:
					k = Key.Number9;
					break;
				case KeyCodes.F11:
					k = Key.F11;
					break;
				case KeyCodes.F12:
					k = Key.F12;
					break;
				case KeyCodes.Enter:
					k = Key.Enter;
					break;
				case KeyCodes.Tab:
					k = Key.Tab;
					break;
				case KeyCodes.LeftShift:
					k = Key.ShiftLeft;
					break;
				case KeyCodes.RightShift:
					k = Key.ShiftRight;
					break;
				case KeyCodes.LeftControl:
					k = Key.ControlLeft;
					break;
				case KeyCodes.RightControl:
					k = Key.ControlRight;
					break;
				case KeyCodes.Period:
					k = Key.Period;
					break;
				case KeyCodes.Comma:
					k = Key.Comma;
					break;
				case KeyCodes.Home:
					k = Key.Home;
					break;
				case KeyCodes.PageUp:
					k = Key.PageUp;
					break;
				case KeyCodes.PageDown:
					k = Key.PageDown;
					break;
				case KeyCodes.End:
					k = Key.End;
					break;
				case KeyCodes.Semicolon:
					k = Key.Semicolon;
					break;
				case KeyCodes.Subtract:
					k = Key.Minus;
					break;
				case KeyCodes.Add:
					k = Key.Plus;
					break;
				case KeyCodes.Backspace:
					k = Key.BackSpace;
					break;
				case KeyCodes.Delete:
					k = Key.Delete;
					break;
				case KeyCodes.Insert:
					k = Key.Insert;
					break;
				case KeyCodes.LeftAlt:
					k = Key.AltLeft;
					break;
				case KeyCodes.RightAlt:
					k = Key.AltRight;
					break;
				case KeyCodes.Space:
					k = Key.Space;
					break;
				case KeyCodes.Tilde:
					k = Key.Tilde;
					break;
				case KeyCodes.OpenBracket:
					k = Key.BracketLeft;
					break;
				case KeyCodes.CloseBracket:
					k = Key.BracketRight;
					break;
				case KeyCodes.Plus:
					k = Key.Plus;
					break;
				case KeyCodes.QuestionMark:
					k = Key.Slash;
					break;
				case KeyCodes.Quotes:
					k = Key.Quote;
					break;
				case KeyCodes.Backslash:
					k = Key.BackSlash;
					break;
			}

			return k;
		}
Esempio n. 48
0
		/// <summary>
		///		Checks the current keyboard state to see if the specified key is pressed.
		/// </summary>
		/// <param name="key">KeyCode to check.</param>
		/// <returns>true if the key is down, false otherwise.</returns>
		public override bool IsKeyPressed( KeyCodes key )
		{
			if ( keyboard == null )
				return false;
			return keyboard[ ConvertKeyEnum( key ) ] == true;
		}
        /// <summary>
        ///		Used to convert an Axiom.Input.KeyCodes enum val to a Sdl enum val.
        /// </summary>
        /// <param name="key">Axiom keyboard code to query.</param>
        /// <returns>The equivalent enum value in the Sdl enum.</returns>
        private int ConvertKeyEnum(KeyCodes key)
        {
            // TODO: Quotes
            int sdlKey = 0;

            switch(key) {
                case KeyCodes.A:
                    sdlKey = Sdl.SDLK_a;
                    break;
                case KeyCodes.B:
                    sdlKey = Sdl.SDLK_b;
                    break;
                case KeyCodes.C:
                    sdlKey = Sdl.SDLK_c;
                    break;
                case KeyCodes.D:
                    sdlKey = Sdl.SDLK_d;
                    break;
                case KeyCodes.E:
                    sdlKey = Sdl.SDLK_e;
                    break;
                case KeyCodes.F:
                    sdlKey = Sdl.SDLK_f;
                    break;
                case KeyCodes.G:
                    sdlKey = Sdl.SDLK_g;
                    break;
                case KeyCodes.H:
                    sdlKey = Sdl.SDLK_h;
                    break;
                case KeyCodes.I:
                    sdlKey = Sdl.SDLK_i;
                    break;
                case KeyCodes.J:
                    sdlKey = Sdl.SDLK_j;
                    break;
                case KeyCodes.K:
                    sdlKey = Sdl.SDLK_k;
                    break;
                case KeyCodes.L:
                    sdlKey = Sdl.SDLK_l;
                    break;
                case KeyCodes.M:
                    sdlKey = Sdl.SDLK_m;
                    break;
                case KeyCodes.N:
                    sdlKey = Sdl.SDLK_n;
                    break;
                case KeyCodes.O:
                    sdlKey = Sdl.SDLK_o;
                    break;
                case KeyCodes.P:
                    sdlKey = Sdl.SDLK_p;
                    break;
                case KeyCodes.Q:
                    sdlKey = Sdl.SDLK_q;
                    break;
                case KeyCodes.R:
                    sdlKey = Sdl.SDLK_r;
                    break;
                case KeyCodes.S:
                    sdlKey = Sdl.SDLK_s;
                    break;
                case KeyCodes.T:
                    sdlKey = Sdl.SDLK_t;
                    break;
                case KeyCodes.U:
                    sdlKey = Sdl.SDLK_u;
                    break;
                case KeyCodes.V:
                    sdlKey = Sdl.SDLK_v;
                    break;
                case KeyCodes.W:
                    sdlKey = Sdl.SDLK_w;
                    break;
                case KeyCodes.X:
                    sdlKey = Sdl.SDLK_x;
                    break;
                case KeyCodes.Y:
                    sdlKey = Sdl.SDLK_y;
                    break;
                case KeyCodes.Z:
                    sdlKey = Sdl.SDLK_z;
                    break;
                case KeyCodes.Left :
                    sdlKey = Sdl.SDLK_LEFT;
                    break;
                case KeyCodes.Right:
                    sdlKey = Sdl.SDLK_RIGHT;
                    break;
                case KeyCodes.Up:
                    sdlKey = Sdl.SDLK_UP;
                    break;
                case KeyCodes.Down:
                    sdlKey = Sdl.SDLK_DOWN;
                    break;
                case KeyCodes.Escape:
                    sdlKey = Sdl.SDLK_ESCAPE;
                    break;
                case KeyCodes.F1:
                    sdlKey = Sdl.SDLK_F1;
                    break;
                case KeyCodes.F2:
                    sdlKey = Sdl.SDLK_F2;
                    break;
                case KeyCodes.F3:
                    sdlKey = Sdl.SDLK_F3;
                    break;
                case KeyCodes.F4:
                    sdlKey = Sdl.SDLK_F4;
                    break;
                case KeyCodes.F5:
                    sdlKey = Sdl.SDLK_F5;
                    break;
                case KeyCodes.F6:
                    sdlKey = Sdl.SDLK_F6;
                    break;
                case KeyCodes.F7:
                    sdlKey = Sdl.SDLK_F7;
                    break;
                case KeyCodes.F8:
                    sdlKey = Sdl.SDLK_F8;
                    break;
                case KeyCodes.F9:
                    sdlKey = Sdl.SDLK_F9;
                    break;
                case KeyCodes.F10:
                    sdlKey = Sdl.SDLK_F10;
                    break;
                case KeyCodes.D0:
                    sdlKey = Sdl.SDLK_0;
                    break;
                case KeyCodes.D1:
                    sdlKey = Sdl.SDLK_1;
                    break;
                case KeyCodes.D2:
                    sdlKey = Sdl.SDLK_2;
                    break;
                case KeyCodes.D3:
                    sdlKey = Sdl.SDLK_3;
                    break;
                case KeyCodes.D4:
                    sdlKey = Sdl.SDLK_4;
                    break;
                case KeyCodes.D5:
                    sdlKey = Sdl.SDLK_5;
                    break;
                case KeyCodes.D6:
                    sdlKey = Sdl.SDLK_6;
                    break;
                case KeyCodes.D7:
                    sdlKey = Sdl.SDLK_7;
                    break;
                case KeyCodes.D8:
                    sdlKey = Sdl.SDLK_8;
                    break;
                case KeyCodes.D9:
                    sdlKey = Sdl.SDLK_9;
                    break;
                case KeyCodes.F11:
                    sdlKey = Sdl.SDLK_F11;
                    break;
                case KeyCodes.F12:
                    sdlKey = Sdl.SDLK_F12;
                    break;
                case KeyCodes.Enter:
                    sdlKey = Sdl.SDLK_RETURN;
                    break;
                case KeyCodes.Tab:
                    sdlKey = Sdl.SDLK_TAB;
                    break;
                case KeyCodes.LeftShift:
                    sdlKey = Sdl.SDLK_LSHIFT;
                    break;
                case KeyCodes.RightShift:
                    sdlKey = Sdl.SDLK_RSHIFT;
                    break;
                case KeyCodes.LeftControl:
                    sdlKey = Sdl.SDLK_LCTRL;
                    break;
                case KeyCodes.RightControl:
                    sdlKey = Sdl.SDLK_RCTRL;
                    break;
                case KeyCodes.Period:
                    sdlKey = Sdl.SDLK_PERIOD;
                    break;
                case KeyCodes.Comma:
                    sdlKey = Sdl.SDLK_COMMA;
                    break;
                case KeyCodes.Home:
                    sdlKey = Sdl.SDLK_HOME;
                    break;
                case KeyCodes.PageUp:
                    sdlKey = Sdl.SDLK_PAGEUP;
                    break;
                case KeyCodes.PageDown:
                    sdlKey = Sdl.SDLK_PAGEDOWN;
                    break;
                case KeyCodes.End:
                    sdlKey = Sdl.SDLK_END;
                    break;
                case KeyCodes.Semicolon:
                    sdlKey = Sdl.SDLK_SEMICOLON;
                    break;
                case KeyCodes.Subtract:
                    sdlKey = Sdl.SDLK_MINUS;
                    break;
                case KeyCodes.Add:
                    sdlKey = Sdl.SDLK_PLUS;
                    break;
                case KeyCodes.Backspace:
                    sdlKey = Sdl.SDLK_BACKSPACE;
                    break;
                case KeyCodes.Delete:
                    sdlKey = Sdl.SDLK_DELETE;
                    break;
                case KeyCodes.Insert:
                    sdlKey = Sdl.SDLK_INSERT;
                    break;
                case KeyCodes.LeftAlt:
                    sdlKey = Sdl.SDLK_LALT;
                    break;
                case KeyCodes.RightAlt:
                    sdlKey = Sdl.SDLK_RALT;
                    break;
                case KeyCodes.Space:
                    sdlKey = Sdl.SDLK_SPACE;
                    break;
                case KeyCodes.Tilde:
                    sdlKey = Sdl.SDLK_BACKQUOTE;
                    break;
                case KeyCodes.OpenBracket:
                    sdlKey = Sdl.SDLK_LEFTBRACKET;
                    break;
                case KeyCodes.CloseBracket:
                    sdlKey = Sdl.SDLK_RIGHTBRACKET;
                    break;
                case KeyCodes.Plus:
                    sdlKey = Sdl.SDLK_EQUALS;
                    break;
                case KeyCodes.QuestionMark:
                    sdlKey = Sdl.SDLK_SLASH;
                    break;
                case KeyCodes.Quotes:
                    sdlKey = Sdl.SDLK_QUOTE;
                    break;
                case KeyCodes.Backslash:
                    sdlKey = Sdl.SDLK_BACKSLASH;
                    break;
            }

            return sdlKey;
        }
 public bool CheckMouseDown(KeyCodes? keycodes)
 {
     if (keycodes == KeyCodes.LeftClick)
     {
         return newMouseState.LeftButton == ButtonState.Pressed;
     }
     else if (keycodes == KeyCodes.RightClick)
     {
         return newMouseState.RightButton == ButtonState.Pressed;
     }
     else if (keycodes == KeyCodes.MiddleClick)
     {
         return newMouseState.MiddleButton == ButtonState.Pressed;
     }
     else if (keycodes == KeyCodes.BackClick)
     {
         return newMouseState.XButton1 == ButtonState.Pressed;
     }
     else if (keycodes == KeyCodes.ForwardClick)
     {
         return newMouseState.XButton2 == ButtonState.Pressed;
     }
     return false;
 }
        public void DetectMouseButton(ButtonState newButtonState, ButtonState oldButtonState, KeyCodes press)
        {
            bool pressbool = newButtonState == ButtonState.Pressed && oldButtonState == ButtonState.Released;
            bool releasebool = newButtonState == ButtonState.Released && oldButtonState == ButtonState.Pressed;

            bool event1 = newButtonState != oldButtonState;

            if (pressbool || releasebool)
            {
                //Console.WriteLine("----------------");
            }
            if (event1 && !UserInterface.tomShaneWasClicked)
            {
                //Console.WriteLine(newButtonState);

                if (newButtonState == ButtonState.Pressed)
                {
                    KeyCodes kc = (KeyCodes)press;
                    //Console.WriteLine("Yp");
                    if (!PressedKeys.Contains(kc) && PressedKeys.Count < 3)
                    {
                        PressedKeys.Add(kc);
                        TryAction();
                        //Console.WriteLine("New");
                    }
                    //PrintPressedKeys();
                     //Console.WriteLine("key__press");
                }
                if (newButtonState == ButtonState.Released)
                {
                    KeyCodes kc = (KeyCodes)press;
                    //while (PressedKeys.ElementAt(PressedKeys.Count) != kc) PressedKeys.Pop();
                    //PressedKeys.Pop();
                    PressedKeys.Remove(kc);

                    //Console.WriteLine("Keyrelease");
                    //PrintPressedKeys(true);
                }
            }
        }
Esempio n. 52
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		protected void IfKeyPressed( KeyCodes key, float delay, KeyPressCommand command )
		{
			if ( input.IsKeyPressed( key ) && keypressDelay < 0.0f )
			{
				keypressDelay = delay;
				command();
			}
		}
Esempio n. 53
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 /// <summary>
 ///		Returns true if the given key has just been hit.
 /// </summary>
 /// <param name="key">Key code of key to check.</param>
 /// <returns>True if key is pressed.</returns>
 public static bool KeyHit(KeyCodes key)
 {
     return _hitKeys[(int)key];
 }
Esempio n. 54
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 public bool IsKeyPressed(KeyCodes key)
 {
     return _input.IsKeyPressed(key);
 }
Esempio n. 55
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 /// <summary>
 ///		Retruns true if the given key is currently down.
 /// </summary>
 /// <param name="key">Key code of key to check.</param>
 /// <returns>True if key is currently down.</returns>
 public static bool KeyDown(KeyCodes key)
 {
     return _driver.KeyDown(key);
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="key"></param>
 /// <returns></returns>
 public override bool IsKeyPressed( KeyCodes key )
 {
     return keys[ (int)key ];
 }
Esempio n. 57
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 /// <summary>
 ///		Returns true if the given key has just been pressed.
 /// </summary>
 /// <param name="key">Key code of key to check.</param>
 /// <returns>True if key is pressed.</returns>
 public static bool KeyPressed(KeyCodes key)
 {
     return _driver.KeyPressed(key);
 }
Esempio n. 58
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		protected void IfKeyPressed( KeyCodes key, KeyPressCommand command )
		{
			IfKeyPressed( key, 0.5f, command );
		}
Esempio n. 59
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		/// <summary>
		///		Constructor.
		/// </summary>
		/// <param name="key">Key that was pressed.</param>
		/// <param name="modifiers">Modifier keys pressed at the time of the event.</param>
		public KeyEventArgs( KeyCodes key, ModifierKeys modifiers )
			: base( modifiers )
		{
			this.key = key;
		}
Esempio n. 60
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 /// <summary>
 ///		Returns true if the given key has just been released.
 /// </summary>
 /// <param name="key">Key code of key to check.</param>
 /// <returns>True if key has just been released.</returns>
 public static bool KeyReleased(KeyCodes key)
 {
     return _driver.KeyReleased(key);
 }