/// <summary> /// Handles interaction with the screen /// </summary> /// <param name="keyEvent"></param> public override void HandleInteraction(BrailleIO.Interface.BrailleIO_DeviceButtonStates keyEvent) { if (keyEvent != BrailleIO_DeviceButtonStates.None && !keyEvent.HasFlag(BrailleIO_DeviceButtonStates.Unknown)) { gameInputController.UpdateButtonState(keyEvent); } }
/// <summary> /// Updates the control state with the current brailleIO device button states /// </summary> /// <param name="brailleIO_DeviceButtonStates"></param> internal void UpdateButtonState(BrailleIO.Interface.BrailleIO_DeviceButtonStates brailleIO_DeviceButtonStates) { switch (brailleIO_DeviceButtonStates) { case BrailleIO_DeviceButtonStates.EnterDown: model.PressButton(0); break; case BrailleIO_DeviceButtonStates.EnterUp: model.LiftButton(0); break; case BrailleIO_DeviceButtonStates.AbortDown: model.PressButton(1); break; case BrailleIO_DeviceButtonStates.AbortUp: model.LiftButton(1); break; case BrailleIO_DeviceButtonStates.LeftDown: model.PressButton(2); break; case BrailleIO_DeviceButtonStates.LeftUp: model.LiftButton(2); break; case BrailleIO_DeviceButtonStates.RightDown: model.PressButton(3); break; case BrailleIO_DeviceButtonStates.RightUp: model.LiftButton(3); break; case BrailleIO_DeviceButtonStates.UpDown: model.PressButton(4); break; case BrailleIO_DeviceButtonStates.UpUp: model.LiftButton(4); break; case BrailleIO_DeviceButtonStates.DownDown: model.PressButton(5); break; case BrailleIO_DeviceButtonStates.DownUp: model.LiftButton(5); break; default: break; } }
public override void HandleInteraction(BrailleIO.Interface.BrailleIO_DeviceButtonStates keyEvent) { if (keyEvent == BrailleIO_DeviceButtonStates.UpUp) { Previous(); } if (keyEvent == BrailleIO_DeviceButtonStates.DownUp) { Next(); } if (keyEvent == BrailleIO_DeviceButtonStates.EnterUp) { Select(); } if (keyEvent == BrailleIO_DeviceButtonStates.AbortUp) { Abort(); } }