public void TestKeySelectionAfterMouseSelection() { AddStep("Show overlay", () => { pauseOverlay.Show(); }); AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1))); AddStep("Up arrow", () => InputManager.Key(Key.Up)); AddAssert("Second button not selected", () => !getButton(1).Selected.Value); AddAssert("First button selected", () => getButton(0).Selected.Value); }
/// <summary> /// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred. /// </summary> private void testEnterWithoutSelection() { AddStep("Show overlay", () => pauseOverlay.Show()); AddStep("Press select", () => press(GlobalAction.Select)); AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible); AddStep("Hide overlay", () => pauseOverlay.Hide()); }
public override void HandleInput(InputHelper inputHelper) { if (pauseOverlay.Visible) { pauseOverlay.HandleInput(inputHelper); return; } if (continueOverlay.Visible) { continueOverlay.HandleInput(inputHelper); return; } if (endGameOverlay.Visible) { endGameOverlay.HandleInput(inputHelper); return; } base.HandleInput(inputHelper); if (pauseButton.Pressed) { ExtendedGame.AssetManager.PlaySoundEffect("Sounds/snd_click"); pauseOverlay.IsGuide = false; pauseOverlay.Show(); } if (guideButton.Pressed) { ExtendedGame.AssetManager.PlaySoundEffect("Sounds/snd_click"); pauseOverlay.IsGuide = true; pauseOverlay.Show(); } }
public override void Reset() { base.Reset(); retryCount = 0; Add(pauseOverlay = new PauseOverlay { OnResume = () => Logger.Log(@"Resume"), OnRetry = () => Logger.Log(@"Retry"), OnQuit = () => Logger.Log(@"Quit"), }); Add(failOverlay = new FailOverlay { OnRetry = () => Logger.Log(@"Retry"), OnQuit = () => Logger.Log(@"Quit"), }); AddStep(@"Pause", delegate { if (failOverlay.State == Visibility.Visible) { failOverlay.Hide(); } pauseOverlay.Show(); }); AddStep("Fail", delegate { if (pauseOverlay.State == Visibility.Visible) { pauseOverlay.Hide(); } failOverlay.Show(); }); AddStep("Add Retry", delegate { retryCount++; pauseOverlay.Retries = retryCount; failOverlay.Retries = retryCount; }); }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Number3: { circle1.TriggerOnClick(); break; } case Key.E: { circle2.TriggerOnClick(); break; } case Key.D: { circle3.TriggerOnClick(); break; } case Key.C: { circle4.TriggerOnClick(); break; } case Key.V: { circle5.TriggerOnClick(); break; } case Key.B: { circle6.TriggerOnClick(); break; } case Key.H: { circle7.TriggerOnClick(); break; } case Key.U: { circle8.TriggerOnClick(); break; } case Key.Number7: { circle9.TriggerOnClick(); break; } case Key.Escape: { pauseOverlay.Show(); break; } } return(base.OnKeyDown(state, args)); }