internal static void Update() { InputLL.UpdateKeyboard(); foreach (KeyValuePair <Key, Action> handler in handlers) { if (IsKeyPressed(handler.Key)) { handler.Value(); } } }
internal static void Update() { lock (locker) { prevMouse = curMouse; curMouse = InputLL.UpdateMouse(); MouseDelta = prevMouse - curMouse; ButtonsDown = new MouseButtons() { Left = InputLL.LeftMouseButtonDown(), Right = InputLL.RightMouseButtonDown(), Middle = InputLL.MiddleMouseButtonDown() }; NDMousePos = InputLL.GetNDMousePos(curMouse); } }
private static void Game_UpdateFrame(object sender, FrameEventArgs e) { #if DEBUG if (Context == null && PerfAPI.MetricsEnabled) { Context = new GPUPerfAPI.NET.Context(GraphicsContext.CurrentContextHandle.Handle); } PerfAPI.BeginFrame(); #endif DeleteSomeObjects(); #if DEBUG GenericMetrics.UpdateLog(); updateCnt++; int len = GL.GetInteger((GetPName)All.MaxDebugMessageLength); if (GL.GetDebugMessageLog(1, len, out var source, out var type, out var id, out var severity, out var strlen, out var str) > 0) { var consoleCol = Console.ForegroundColor; switch (severity) { case DebugSeverity.DebugSeverityHigh: Console.ForegroundColor = ConsoleColor.Red; break; case DebugSeverity.DebugSeverityLow: Console.ForegroundColor = ConsoleColor.Blue; break; case DebugSeverity.DebugSeverityMedium: Console.ForegroundColor = ConsoleColor.Yellow; break; case DebugSeverity.DebugSeverityNotification: Console.ForegroundColor = ConsoleColor.Green; break; } Console.WriteLine($"[{type}][{source}] {str}"); Console.ForegroundColor = consoleCol; } #endif InputLL.IsFocused(Window.Focused); Update?.Invoke(e.Time); }
/// <summary> /// Check if a key is pressed /// </summary> /// <param name="k">The key to test</param> /// <returns>A boolean describing whether the key is pressed or not</returns> public static bool IsKeyPressed(Key k) { return(InputLL.KeyDown(k)); }
internal static bool IsKeyDown(Key k) { return(InputLL.KeyDown(k)); }
/// <summary> /// Check if a key is pressed /// </summary> /// <param name="k">The key to test</param> /// <returns>A boolean describing whether the key is pressed or not</returns> internal static bool IsKeyReleased(Key k) { return(InputLL.KeyReleased(k)); }
private static void Window_Resize(object sender, EventArgs e) { GPUStateMachine.SetViewport(0, 0, game.Width, game.Height); InputLL.SetWinXY(game.Location.X, game.Location.Y, game.ClientSize.Width, game.ClientSize.Height); }