/// <summary> /// Add a dynamic button to the instructional buttons array. /// </summary> /// <param name="gamepadControl">The list of controls that will be shown if using the GamePad</param> /// <param name="keyboardControl">The list of controls that will be shown if using the Keyboard</param> /// <param name="text">Help text that goes with the button.</param> public InstructionalButton(List <Control> gamepadControls, List <Control> keyboardControls, string text) { Text = text; GamepadButtons = gamepadControls; KeyboardButtons = keyboardControls; PadCheck = PadCheck.Any; }
/// <summary> /// Add a dynamic button to the instructional buttons array. /// </summary> /// <param name="gamepadControl">The control that will be shown if using the GamePad</param> /// <param name="keyboardControl">The control that will be shown if using the Keyboard</param> /// <param name="text">Help text that goes with the button.</param> public InstructionalButton(Control gamepadControl, Control keyboardControl, string text) { Text = text; GamepadButton = gamepadControl; KeyboardButton = keyboardControl; PadCheck = PadCheck.Any; }
/// <summary> /// Add a dynamic button to the instructional buttons array. /// </summary> /// <param name="controls">List of controls that get converted into a single button</param> /// <param name="text">Help text that goes with the button.</param> /// <param name="padFilter">Filter to show only with GamePad or Keyoboard (default both).</param> public InstructionalButton(List <Control> controls, string text, PadCheck padFilter = PadCheck.Any) { if (padFilter == PadCheck.Controller) { GamepadButtons = controls; } else if (padFilter == PadCheck.Keyboard) { KeyboardButtons = controls; } else if (padFilter == PadCheck.Any) { GamepadButtons = controls; KeyboardButtons = controls; } Text = text; PadCheck = padFilter; }