protected AbstractInputHandler(IAutoBot bot, IKeyboardHandler keyboard, IMouseHandler mouse, ICollection <IDevice> devices) : base(bot) { this.Keyboard = keyboard; this.Mouse = mouse; this.Devices = devices; }
public void SetUp() { _keyboardHandler = Substitute.For<IKeyboardHandler>(); _controllerFactory = new ControllerFactory(_keyboardHandler); _controller1 = _controllerFactory.Controller1; _controller2 = _controllerFactory.Controller2; }
public void SetUp() { _keyboardHandler = Substitute.For<IKeyboardHandler>(); _keyboardHandler.IsPressed(Arg.Any<Keys>()).Returns(false); _keyboardController = new KeyboardController(_keyboardHandler); _keyboardController.SetMapping(Keys.A, ShipActions.Thrust); _keyboardController.SetMapping(Keys.B, ShipActions.FireProjectile); _keyboardController.SetMapping(Keys.C, ShipActions.Thrust | ShipActions.FireProjectile); }
public BMBApplication( IProcessListener processListener, IProcessHandler processHandler, IKeyboardListener keyboardListener, IKeyboardHandler keyboardHandler) { this.processListener = processListener; this.processHandler = processHandler; this.keyboardListener = keyboardListener; this.keyboardHandler = keyboardHandler; }
public void SetUp() { _universe = Substitute.For<IUniverse>(); _gravitySimulator = Substitute.For<IGravitySimulator>(); _gameObjectFactory = Substitute.For<IGameObjectFactory>(); _keyboardHandler = Substitute.For<IKeyboardHandler>(); _actionHandler = Substitute.For<IActionHandler>(); _drawingManager = Substitute.For<IDrawingManager>(); _gameEngine = new GameEngine(_universe, _gravitySimulator, _gameObjectFactory, _keyboardHandler, _actionHandler, _drawingManager); }
internal GameEngine(IUniverse universe, IGravitySimulator gravitySimulator, IGameObjectFactory gameObjectFactory, IKeyboardHandler keyboardHandler, IActionHandler actionHandler, IDrawingManager drawingManager) { _universe = universe; _drawingManager = drawingManager; _gravitySimulator = gravitySimulator; _gameObjectFactory = gameObjectFactory; _keyboardHandler = keyboardHandler; _actionHandler = actionHandler; _controllerFactory = new ControllerFactory(_keyboardHandler); actionHandler.RegisterTriggerAction(Keys.Space, () => _paused = !_paused); }
public BrowserControl( IContextMenuHandler contextMenuHandler, IDisplayHandler displayHandler, IDownloadHandler downloadHandler, IKeyboardHandler keyboardHandler, ILifeSpanHandler lifeSpanHandler, IRequestHandler requestHandler, string url) : base(url) { this.contextMenuHandler = contextMenuHandler; this.displayHandler = displayHandler; this.downloadHandler = downloadHandler; this.keyboardHandler = keyboardHandler; this.lifeSpanHandler = lifeSpanHandler; this.requestHandler = requestHandler; }
public GameBoyViewModel(IGameBoy gameBoy, IDispatcher dispatcher, IWindow window, IOpenFileDialogFactory fileDialogFactory, IKeyboardHandler keyboardHandler) { _gameBoy = gameBoy; _dispatcher = dispatcher; _window = window; _keyboardHandler = keyboardHandler; _keyboardHandler.KeyDown += OnKeyDown; _keyboardHandler.KeyUp += OnKeyUp; _window.OnClosing += HandleClosing; _buttonMapping = new ButtonMapping(); _memory = new MemoryViewModel(_gameBoy.Memory, "Memory View"); _cpu = new CPUViewModel(_gameBoy, _dispatcher); // TODO(aaecheve): Should this be another function handling this? _gameBoy.CPU.BreakpointFound += BreakpointHandler; _gameBoy.CPU.InterruptHappened += InterruptHandler; _gameBoy.ErrorEvent += _gameBoy_ErrorEvent; _interrupt = new InterruptManagerViewModel(_gameBoy, _dispatcher); _ioRegisters = new IORegistersManagerViewModel(_gameBoy, _dispatcher); _soundChannelInternals = new SoundChannelInternalsViewModel(_gameBoy); _display = new DisplayViewModel(_gameBoy, _gameBoy.Display, _gameBoy.Memory, _dispatcher); _gameBoyGamePad = new GameBoyGamePadViewModel(_gameBoy, _dispatcher); _breakpoints = new BreakpointsViewModel(_gameBoy); _dissasemble = new DissasembleViewModel(_breakpoints, _gameBoy); _instructionHistogram = new InstructionHistogramViewModel(_gameBoy, _dispatcher); _apu = new APUViewModel(_gameBoy, _dispatcher); _memoryImage = new MemoryImageViewModel(_gameBoy, _dispatcher); _soundRecording = new SoundRecordingViewModel(_gameBoy); _controls = new ControlsViewModel(this, _buttonMapping); // Gameboy Controller events _gameBoyController = new GameBoyContollerViewModel(_gameBoy, fileDialogFactory, _breakpoints); _gameBoyController.OnFileLoaded += FileLoadedHandler; _gameBoyController.OnStep += StepHandler; _gameBoyController.OnRun += RunHandler; _gameBoyController.OnPause += PauseHandler; }
internal SpaceWar2Game() { _contentManager = new ContentManagerWrapper(Content.ServiceProvider, "Content"); var graphicsDeviceManager = new GraphicsDeviceManager(this); _graphicsDevice = new GraphicsDeviceWrapper(graphicsDeviceManager); _universe = Universe.CreateDefault(); _drawingManager = new DrawingManager(_universe); _gravitySimulator = new GravitySimulator(); _shipComponentFactory = new ShipComponentFactory(); _graphicsFactory = new GraphicsFactory(); _gameObjectFactory = new GameObjectFactory(_contentManager, _graphicsFactory, _gravitySimulator, _drawingManager, _universe, _shipComponentFactory); _keyboardHandler = new KeyboardHandler(new KeyboardWrapper()); var actionHandler = new ActionHandler(_keyboardHandler); _gameEngine = new GameEngine(_universe, _gravitySimulator, _gameObjectFactory, _keyboardHandler, actionHandler, _drawingManager); SetUpActions(actionHandler); }
internal KeyboardController(IKeyboardHandler keyboardHandler) { _keyboardHandler = keyboardHandler; _mappings = new Dictionary<Keys, ShipActions>(); }
/// <summary> /// Sets the specified keyboard handler to handle user input. /// </summary> /// <param name="keyboard">The keyboard handler.</param> public void Set(IKeyboardHandler keyboard) { Keyboard = keyboard; }
public void SetUp() { _keyboardHandler = Substitute.For<IKeyboardHandler>(); _actionHandler = new ActionHandler(_keyboardHandler); }
internal ControllerFactory(IKeyboardHandler keyboardHandler) { _keyboardHandler = keyboardHandler; CreateController1(); CreateController2(); }
public void PushKeyboardHandler(IKeyboardHandler Handler) { HandlerStack.Add(Handler); }
public MonoGameSubEngine(GraphicsDeviceManager graphics, SpriteBatch spriteBatch) { SpriteBatch = new MonoGameSpriteBatch(spriteBatch); Camera = new MonoGameCameraController(); Keyboard = new MonoGameKayboardHandler(); }
/// <summary> /// Update all screens and handle handlers /// </summary> public override void Update(GameTime gameTime) { _screensToUpdate = new List <GameScreen>(Screens); while (_screensToUpdate.Count > 0) { GameScreen currentScreen = _screensToUpdate[_screensToUpdate.Count - 1]; _screensToUpdate.RemoveAt(_screensToUpdate.Count - 1); // Verifies if we have to delete the screen if (currentScreen.IsExiting == true) { Screens.Remove(currentScreen); continue; } // handles mouse input for the screen if (currentScreen is IMouseHandler) { IMouseHandler handlerScreen = (IMouseHandler)currentScreen; MouseState currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && _oldMouseState.LeftButton == ButtonState.Released) { handlerScreen.MouseLeftPressed(currentMouseState); } if (currentMouseState.LeftButton == ButtonState.Released && _oldMouseState.LeftButton == ButtonState.Pressed) { handlerScreen.MouseLeftReleased(currentMouseState); } if (currentMouseState.RightButton == ButtonState.Pressed && _oldMouseState.RightButton == ButtonState.Released) { handlerScreen.MouseRightPressed(currentMouseState); } if (currentMouseState.RightButton == ButtonState.Released && _oldMouseState.RightButton == ButtonState.Pressed) { handlerScreen.MouseRightReleased(currentMouseState); } _oldMouseState = currentMouseState; } // handles keyboard input for the screen if (currentScreen is IKeyboardHandler) { IKeyboardHandler handlerScreen = (IKeyboardHandler)currentScreen; KeyboardState currentKeyboardState = Keyboard.GetState(); Keys[] pressedKeys = currentKeyboardState.GetPressedKeys(); handlerScreen.KeysPressed(pressedKeys); } // handles socket connection for the screen if (currentScreen is ISocketHandler) { ISocketHandler handlerScreen = (ISocketHandler)currentScreen; var status = currentScreen.Socket.Connection.Status; // check for no status if (status != null) { if (status == ConnStatus.Disconnected) { handlerScreen.OnDisconnect(_statusBefore, gameTime); } if (status == ConnStatus.Connecting) { handlerScreen.OnConnecting(_statusBefore, gameTime); } if (status == ConnStatus.Connected) { handlerScreen.OnConnected(_statusBefore, gameTime); } _statusBefore = status; } } // handles socket datas if (currentScreen is ISocketDataHandler) { ISocketDataHandler handlerScreen = (ISocketDataHandler)currentScreen; handlerScreen.Receive(ReceiveData); // Select just data that can't be deleted ReceiveData = new List <SocketData>(from d in ReceiveData where d.IsDeleting == false select d); } currentScreen.Update(gameTime); } }
public WindowsInputHandler(IAutoBot bot, IKeyboardHandler keyboard, IMouseHandler mouse, ICollection <IDevice> devices) : base(bot, keyboard, mouse, devices) { }
protected AbstractPlatformInputTools(IKeyboardHandler keyboardHandler, string platformName) : base(platformName) { this.KeyboardHandler = keyboardHandler; }
public WindowsPlatformInputTools(IKeyboardHandler keyboardHandler) : base(keyboardHandler, "Windows") { }
internal ActionHandler(IKeyboardHandler keyboardHandler) { _keyboardHandler = keyboardHandler; _triggerActions = new Dictionary<Keys, Action>(); _continuousActions = new Dictionary<Keys, Action>(); }