/** <summary> Returns true if the control was released. </summary> */ public override bool Released() { return((Ctrl == (Keyboard.IsKeyDown(Keys.LCtrl) || Keyboard.IsKeyDown(Keys.RCtrl))) && (Shift == (Keyboard.IsKeyDown(Keys.LShift) || Keyboard.IsKeyDown(Keys.RShift))) && (Alt == (Keyboard.IsKeyDown(Keys.LAlt) || Keyboard.IsKeyDown(Keys.RAlt))) && Keyboard.IsKeyReleased(KeyCode)); }
/** <summary> Returns true if the control is up. </summary> */ public override bool Up() { return((Ctrl != (Keyboard.IsKeyDown(Keys.LCtrl) || Keyboard.IsKeyDown(Keys.RCtrl))) || (Shift != (Keyboard.IsKeyDown(Keys.LShift) || Keyboard.IsKeyDown(Keys.RShift))) || (Alt != (Keyboard.IsKeyDown(Keys.LAlt) || Keyboard.IsKeyDown(Keys.RAlt))) || Keyboard.IsKeyUp(KeyCode)); }
//----------------------------------------------------------------------------- // Updating //----------------------------------------------------------------------------- // Allows the game to run logic such as updating the world, // checking for collisions, gathering input, and playing audio. protected override void Update(GameTime gameTime) { if (!isContentLoaded) { Exit(); return; } // Update the fullscreen mode. UpdateFullScreen(); if (windowSizeChanged) { game.ScreenResized(); windowSizeChanged = false; } // Update the frame rate. UpdateFrameRate(gameTime); // Update the listeners. if (Form.Focused) { Keyboard.Enable(); GamePad.Enable(); Mouse.Enable(); Keyboard.Update(gameTime); GamePad.Update(gameTime); Mouse.Update(gameTime, (IsFullScreen ? -new Vector2F(Window.ClientBounds.Location) : Vector2F.Zero)); } else { Keyboard.Disable(false); GamePad.Disable(false); Mouse.Disable(false); } AudioSystem.Update(gameTime); // Update the game logic. //game.Update((float) gameTime.ElapsedGameTime.TotalSeconds); // DEBUG: Hold 1 to speed up the game. if (Keyboard.IsKeyDown(Keys.D1)) { for (int i = 0; i < 16; i++) { game.Update((float)gameTime.ElapsedGameTime.TotalSeconds); } } // DEBUG: Hold 2 to slow down the game. else if (Keyboard.IsKeyDown(Keys.D2)) { slowTimer++; if (slowTimer >= 10) { slowTimer = 0; game.Update((float)gameTime.ElapsedGameTime.TotalSeconds); } } else { // Update the game logic. game.Update((float)gameTime.ElapsedGameTime.TotalSeconds); } base.Update(gameTime); // Update screenshot requests. UpdateScreenShot(); //windowSizeChanged = false; }
public override bool Down() { return(Keyboard.IsKeyDown(KeyCode)); }