// GameState collection handling internal KeyboardBindingCollection CreateGameBindigs(GameState gs) { // Create new bindings collection KeyboardBindingCollection collection = new KeyboardBindingCollection(); _gameBindings[gs] = collection; // Return collection return(collection); }
// Constructor(s) internal Keyboard() { // Create key register _isKeyDown = new bool[(int)Key.KeyCount + 1]; _oldKeyDown = new bool[(int)Key.KeyCount + 1]; // Create keybinding containers _bindings = new KeyboardBindingCollection(); _gameBindings = new Dictionary <GameState, KeyboardBindingCollection>(); }
public void Dechain(KeyboardBindingCollection bindings) { // Dechain bindings _keyPressed -= bindings._keyPressed; _keyReleased -= bindings._keyReleased; }
// Chain public void Chain(KeyboardBindingCollection bindings) { // Chain bindings _keyPressed += bindings._keyPressed; _keyReleased += bindings._keyReleased; }