private void OnKeyPressing(object sender, KeyboardPressingEventArgs e) { keys.AddExclusive(e.Key); UpdateCursorPosition(e.Key); UpdateText(e.Key); }
private void KeyboardPressingEventDispatcher(KeyboardPressingEventArgs e) { var h = Pressing; if (h != null) h(this, e); }
protected override void OnKeyPressing(object sender, KeyboardPressingEventArgs e) { base.OnKeyPressing(sender, e); }
protected override void OnKeyPressing(object sender, KeyboardPressingEventArgs e) { switch (e.Key) { case Keys.W: if (!collision2DManager.IsColliding(player1.MoveEmulate(PlayerDirections.Up), player1)) player1.Move(PlayerDirections.Up); break; case Keys.S: if (!collision2DManager.IsColliding(player1.MoveEmulate(PlayerDirections.Down), player1)) player1.Move(PlayerDirections.Down); break; case Keys.A: if (!collision2DManager.IsColliding(player1.MoveEmulate(PlayerDirections.Left), player1)) player1.Move(PlayerDirections.Left); break; case Keys.D: if (!collision2DManager.IsColliding(player1.MoveEmulate(PlayerDirections.Right), player1)) player1.Move(PlayerDirections.Right); break; case Keys.I: if (!collision2DManager.IsColliding(player2.MoveEmulate(PlayerDirections.Up), player2)) player2.Move(PlayerDirections.Up); break; case Keys.K: if (!collision2DManager.IsColliding(player2.MoveEmulate(PlayerDirections.Down), player2)) player2.Move(PlayerDirections.Down); break; case Keys.J: if (!collision2DManager.IsColliding(player2.MoveEmulate(PlayerDirections.Left), player2)) player2.Move(PlayerDirections.Left); break; case Keys.L: if (!collision2DManager.IsColliding(player2.MoveEmulate(PlayerDirections.Right), player2)) player2.Move(PlayerDirections.Right); break; case Keys.Left: sceneManager.Load<GuiTestScene>(); break; case Keys.Right: sceneManager.Load<UtilityTestScene>(); break; } base.OnKeyPressing(sender, e); }
protected virtual void OnKeyPressing(object sender, KeyboardPressingEventArgs e) { //add common logic here... }