/// <summary> /// Check if a combination of keys have been clicked (i.e. has been /// pressed for exactly 1 frame). /// </summary> /// <param name="key"></param> /// <returns></returns> public bool IsClicked(KeyCombination keys) { return keys.Keys.All(IsClicked); }
/// <summary> /// Check if a combination of keys have been unpressed for at least the given number of frames. /// </summary> /// <param name="key"></param> /// <param name="frames"></param> /// <returns></returns> public bool IsUnheldForAtleast(KeyCombination keys, int frames) { return keys.Keys.All(k => IsUnheldForAtleast(k, frames)); }
/// <summary> /// Check if a combination of keys have been released (i.e. has been unpressed for exactly 1 frame). /// </summary> /// <param name="key"></param> /// <returns></returns> public bool IsReleased(KeyCombination keys) { return keys.Keys.All(IsReleased); }
/// <summary> /// Check if a combination of keys have been unpressed for any number of frames. /// </summary> /// <param name="key"></param> /// <returns></returns> public bool IsUnheld(KeyCombination keys) { return keys.Keys.All(IsUnheld); }
/// <summary> /// Check if a combination of keys have been pressed for exactly the given number of frames. /// </summary> /// <param name="key"></param> /// <param name="frames"></param> /// <returns></returns> public bool IsHeldFor(KeyCombination keys, int frames) { return keys.Keys.All(k => IsHeldFor(k, frames)); }