// Since keypresses are like a stream, we "update" by getting all the // pressed key codes since the last UpdateKeys(). // There's no asynchronous key inputs that is also multi-platform without // being a huge game engine like XNA so we're kinda screwed for feasible input // methods... public static void Init() { MouseState foo = Curses.MouseMask(MouseState.BUTTON1_CLICKED | MouseState.REPORT_MOUSE_POSITION); if (!Curses.HasMouse) { return; } mouse = foo == (MouseState.BUTTON1_CLICKED | MouseState.REPORT_MOUSE_POSITION); }