/// <summary> /// Button down handler /// </summary> protected override void OnButtonDown(ButtonEventArgs e) { // Close windows if not editing if (!editMode) { this.Close(); parentApp.SetFocus(); } else { switch (e.Button) { case Button.Up: letterIndexes[selectedLetter]++; break; case Button.Down: letterIndexes[selectedLetter]--; break; case Button.Left: selectedLetter--; break; case Button.Right: selectedLetter++; break; case Button.Select: SaveItem(); break; } UpdateName(); } }
/// <summary> /// Button down handler /// </summary> protected override void OnButtonDown(ButtonEventArgs e) { // Close windows if not editing if (!editMode) { this.Close(); parentApp.SetFocus(); } else { switch (e.Button) { case Button.VK_UP: letterIndexes[selectedLetter]++; break; case Button.VK_DOWN: letterIndexes[selectedLetter]--; break; case Button.VK_LEFT: selectedLetter--; break; case Button.VK_RIGHT: selectedLetter++; break; case Button.VK_SELECT: SaveItem(); break; } UpdateName(); } }
/// <summary> /// Button handler /// </summary> protected override void OnButtonDown(ButtonEventArgs e) { // If game is over then every key close the window if (gameUniverse.Statistics.GameOver) { this.Close(); parentApp.SetFocus(); if (OnClose != null) { OnClose(this, gameUniverse.Statistics); } } // else handle the keys else { switch (e.Button) { case Button.VK_LEFT: gameUniverse.StepLeft(); break; case Button.VK_RIGHT: gameUniverse.StepRight(); break; case Button.VK_UP: gameUniverse.Rotate(); break; case Button.VK_SELECT: gameUniverse.DropDown(); break; } } universeView.Invalidate(); }