public override void Update(GameTime gameTime) { State.Update(); if (State.OldState.IsConnected && !State.CurrentState.IsConnected) { // dc if (OnControlDisconnected != null) { OnControlDisconnected(this); } IsConnected = false; } else if (!State.OldState.IsConnected && State.CurrentState.IsConnected) { //reconnect if (OnControlConnected != null) { OnControlConnected(this); } IsConnected = true; } InputBuffer.Update(); timer.Update(InputBuffer, gameTime); TriggerEvents(InputBuffer.ReleasedMappings, InputState.Released); TriggerEvents(InputBuffer.PressedMappings, InputState.Pressed); TriggerEvents(InputBuffer.DownMappings, InputState.Down); }
public override void Update(GameTime gameTime) { State.Update(); InputBuffer.Update(); timer.Update(InputBuffer, gameTime); TriggerEvents(InputBuffer.ReleasedMappings, InputState.Released); TriggerEvents(InputBuffer.PressedMappings, InputState.Pressed); TriggerEvents(InputBuffer.DownMappings, InputState.Down); }