Пример #1
0
        private void HandleSDLEvent(ref SDL_Event evnt)
        {
            if (evnt.type == SDL_EventType.SDL_JOYDEVICEADDED)
            {
                int deviceId = evnt.cbutton.which;

                // SDL2 loves to be inconsistent here by providing the device id instead of the instance id (like on removed event), as such we just grab it and send it inside our system.
                int instanceId = SDL_JoystickGetDeviceInstanceID(deviceId);

                if (instanceId == -1)
                {
                    return;
                }

                Logger.Debug?.Print(LogClass.Application, $"Added joystick instance id {instanceId}");

                OnJoyStickConnected?.Invoke(deviceId, instanceId);
            }
            else if (evnt.type == SDL_EventType.SDL_JOYDEVICEREMOVED)
            {
                Logger.Debug?.Print(LogClass.Application, $"Removed joystick instance id {evnt.cbutton.which}");

                OnJoystickDisconnected?.Invoke(evnt.cbutton.which);
            }
        }
Пример #2
0
        private void ProcessEvent(ref SDL_Event ev)
        {
            switch (ev.type)
            {
            case SDL_EventType.ControllerDeviceAdded:
            case SDL_EventType.ControllerDeviceRemoved:
            case SDL_EventType.ControllerDeviceRemapped:
            case SDL_EventType.ControllerButtonUp:
            case SDL_EventType.ControllerButtonDown:
            case SDL_EventType.ControllerAxisMotion:
                _inputGameController.CacheEvent(ref ev);
                break;

            //Currently Veldrid Snapshot is used for all events.
            //However here is an attempt to faster sample mouse position
            case SDL_EventType.MouseMotion:
                _inputMouseAndKeyboard.CacheEvent(ref ev);
                break;

            case SDL_EventType.Quit:
            case SDL_EventType.Terminating:
                _coreMessenger.QueueMessage(CoreMessage.Shutdown);
                break;

            case SDL_EventType.LowMemory:
                _applicationMessenger.QueueMessage(FrameworkMessage.LowMemoryReported);
                break;

            case SDL_EventType.RenderDeviceReset:
            case SDL_EventType.RenderTargetsReset:
                _coreMessenger.QueueMessage(CoreMessage.DeviceOrRenderTargetsReset);
                break;
            }
        }
Пример #3
0
        static public void UpdateFrameInput(SDL_Event Event, Boolean IsDown)
        {
            //aca se remappearian los controles si fueran remappeabels
            if (Event.key.keysym.sym == SDL_Keycode.SDLK_UP)
            {
                ArrowKeys[(int)ArrowKeysID.ARROW_UP].IsDown = IsDown;
            }

            if (Event.key.keysym.sym == SDL_Keycode.SDLK_RIGHT)
            {
                ArrowKeys[(int)ArrowKeysID.ARROW_RIGHT].IsDown = IsDown;
            }

            if (Event.key.keysym.sym == SDL_Keycode.SDLK_DOWN)
            {
                ArrowKeys[(int)ArrowKeysID.ARROW_DOWN].IsDown = IsDown;
            }

            if (Event.key.keysym.sym == SDL_Keycode.SDLK_LEFT)
            {
                ArrowKeys[(int)ArrowKeysID.ARROW_LEFT].IsDown = IsDown;
            }

            if (Event.key.keysym.sym == SDL_Keycode.SDLK_SPACE)
            {
                ActionKeys[(int)ActionKeysID.JUMP].IsDown = IsDown;
            }
        }
Пример #4
0
        /// <summary>
        /// Ends an active touch input.
        /// </summary>
        private void EndTouch(ref SDL_Event evt)
        {
            for (int i = 0; i < touches.Count; i++)
            {
                var touch = touches[i];
                if (touch.FingerID == evt.tfinger.fingerId)
                {
                    if (timestamp - touch.Timestamp <= TimeSpan.FromMilliseconds(TapDelay).Ticks)
                    {
                        var window = BoundWindow;
                        if (window != null)
                        {
                            var tapDistanceDips = TapMaximumDistance;
                            var tapDistancePixs = window.Display.DipsToPixels(tapDistanceDips);
                            if (tapDistancePixs >= touch.Distance)
                            {
                                EndTap(touch.TouchID, touch.FingerID, touch.OriginX, touch.OriginY);
                            }
                        }
                    }

                    OnTouchUp(touch.TouchID, touch.FingerID);

                    touches.RemoveAt(i);

                    break;
                }
            }
        }
Пример #5
0
        private void HandleWindowEvent(SDL_Event evnt)
        {
            if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
            {
                switch (evnt.window.windowEvent)
                {
                case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
                    Width  = evnt.window.data1;
                    Height = evnt.window.data2;
                    Renderer?.Window.SetSize(Width, Height);
                    MouseDriver.SetClientSize(Width, Height);
                    break;

                case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
                    Exit();
                    break;

                default:
                    break;
                }
            }
            else
            {
                MouseDriver.Update(evnt);
            }
        }
Пример #6
0
        private void ProcessEvent(ref SDL_Event evt)
        {
            switch (evt.type)
            {
            case SDL_EventType.ControllerAxisMotion:
                SDL_ControllerAxisEvent axisEvent = Unsafe
                                                    .As <SDL_Event, SDL_ControllerAxisEvent>(ref evt);
                if (axisEvent.which == _instanceId)
                {
                    _axisValues[(int)axisEvent.axis] = axisEvent.value < 0
                            ? -((float)axisEvent.value / short.MinValue)
                            : (float)axisEvent.value / short.MaxValue;
                }
                break;

            case SDL_EventType.ControllerButtonDown:
            case SDL_EventType.ControllerButtonUp:
                SDL_ControllerButtonEvent buttonEvent = Unsafe
                                                        .As <SDL_Event, SDL_ControllerButtonEvent>(ref evt);
                if (buttonEvent.which == _instanceId)
                {
                    int  index = (int)buttonEvent.button;
                    bool down  = buttonEvent.state == 1;
                    _newButtons[index]  = !_buttonState[index] && down;
                    _buttonState[index] = down;
                }
                break;
            }
        }
Пример #7
0
        internal void MouseWheel(SDL_Event e)
        {
            MouseEvent mouseEvent = new MouseEvent();

            mouseEvent.SetCount(e.wheel.y);
            mouseWheel?.Invoke(gameObject, new object[] { mouseEvent });
        }
Пример #8
0
        private void HandleSDLEvent(ref SDL_Event evnt)
        {
            if (evnt.type == SDL_EventType.SDL_JOYDEVICEADDED)
            {
                int deviceId = evnt.cbutton.which;

                // SDL2 loves to be inconsistent here by providing the device id instead of the instance id (like on removed event), as such we just grab it and send it inside our system.
                int instanceId = SDL_JoystickGetDeviceInstanceID(deviceId);

                if (instanceId == -1)
                {
                    return;
                }

                Logger.Debug?.Print(LogClass.Application, $"Added joystick instance id {instanceId}");

                OnJoyStickConnected?.Invoke(deviceId, instanceId);
            }
            else if (evnt.type == SDL_EventType.SDL_JOYDEVICEREMOVED)
            {
                Logger.Debug?.Print(LogClass.Application, $"Removed joystick instance id {evnt.cbutton.which}");

                OnJoystickDisconnected?.Invoke(evnt.cbutton.which);
            }
            else if (evnt.type == SDL_EventType.SDL_WINDOWEVENT || evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN || evnt.type == SDL_EventType.SDL_MOUSEBUTTONUP)
            {
                if (_registeredWindowHandlers.TryGetValue(evnt.window.windowID, out Action <SDL_Event> handler))
                {
                    handler(evnt);
                }
            }
        }
Пример #9
0
        internal void MouseButtonDown(SDL_Event e)
        {
            lastPressedButton = e.button.button;

            mouseState.ButtonPressed(e.button.button);
            mousePressed?.Invoke(gameObject, null);
        }
Пример #10
0
 internal void KeyDown(SDL_Event e)
 {
     pressedKeys.Add(latestKey);
     latestKey = SDL_GetKeyName(e.key.keysym.sym);
     keyPressed?.Invoke(gameObject, null);
     keyTyped?.Invoke(gameObject, null);
 }
Пример #11
0
        private void ProcessEvent(SDL_Event ev)
        {
            switch (ev.type)
            {
                case SDL_EventType.SDL_WINDOWEVENT:
                    if (ev.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED)
                        UxContext.OnWindowResize(width: ev.window.data1, height: ev.window.data2);
                    return;

                case SDL_EventType.SDL_QUIT:
                    CloseWindowKeyPressed = true;
                    return;

                case SDL_EventType.SDL_KEYDOWN:
                    OnKeyEvent(ev.key, true);
                    return;

                case SDL_EventType.SDL_KEYUP:
                    OnKeyEvent(ev.key, false);
                    return;

                case SDL_EventType.SDL_TEXTINPUT:
                    OnTextInput(GetText(ev.text));
                    return;

                case SDL_EventType.SDL_RENDER_TARGETS_RESET:
                    GameRenderer.RecreateBufferTextures();
                    return;
            }
        }
Пример #12
0
        public static void ProcessKeyEvent(SDL_Event ev)
        {
            switch (ev.type)
            {
            case SDL_EventType.SDL_KEYDOWN:
                var key_code = (int)ev.key.keysym.sym;
                AddKey(key_code);
                if (OnKeyDown != null)
                {
                    var key = TranslatePlatformKey(key_code);
                    if (_last_key_down != key && key != Key.None)
                    {
                        _last_key_down = key;
                        OnKeyDown(key);
                    }
                }

                break;

            case SDL_EventType.SDL_KEYUP:
                var key_code_up = (int)ev.key.keysym.sym;
                RemoveKey(key_code_up);
                _last_key_down = Key.None;
                if (OnKeyUp != null)
                {
                    var key = TranslatePlatformKey(key_code_up);
                    if (key == Key.None)
                    {
                        return;
                    }
                    OnKeyUp(key);
                }
                break;
            }
        }
Пример #13
0
        public static void ProcessMouseEvent(SDL_Event ev)
        {
            switch (ev.type)
            {
            case SDL_EventType.SDL_MOUSEBUTTONDOWN:
                SetMouseButtonState(ev.button.button, true);
                if (OnMouseDown != null)
                {
                    var button = TranslatePlatformMouseButton(ev.button.button);
                    OnMouseDown.Invoke(button);
                }
                break;

            case SDL_EventType.SDL_MOUSEBUTTONUP:
                SetMouseButtonState(ev.button.button, false);
                if (OnMouseUp != null)
                {
                    var button = TranslatePlatformMouseButton(ev.button.button);
                    OnMouseUp.Invoke(button);
                }
                break;

            case SDL_EventType.SDL_MOUSEMOTION:
                OnMouseMove?.Invoke();
                break;
            }
        }
Пример #14
0
        private static void ProcessWindowEvent(SDL_Event evt)
        {
            // Window Focus
            if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED)
            {
                Engine.Active = true;

                if (!OSXUseSpaces)
                {
                    SDL_SetWindowFullscreen(
                        _window,
                        Engine.Fullscreen ?
                        (uint)SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP :
                        0
                        );
                }

                // Disable the screensaver when we're back.
                SDL_DisableScreenSaver();
            }
            else if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST)
            {
                Engine.Active = false;

                if (!OSXUseSpaces)
                {
                    SDL_SetWindowFullscreen(_window, 0);
                }

                SDL_EnableScreenSaver();
            }

            // Window Resize
            else if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED)
            {
                var w = evt.window.data1;
                var h = evt.window.data2;
                display_w = w;
                display_h = h;

                Engine.OnDisplayResize();
            }

            else if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_EXPOSED)
            {
                Engine.RunningGame.Tick();
            }

            else if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_ENTER)
            {
                SDL_DisableScreenSaver();
                OnMouseEnter?.Invoke();
            }
            else if (evt.window.windowEvent == SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE)
            {
                SDL_EnableScreenSaver();
                OnMouseLeave?.Invoke();
            }
        }
Пример #15
0
        internal SourceWindowEvent(object source, SDL_Event sdlEvent)
        {
            EventInfo = sdlEvent;
            Source    = source;
            Type      = (EventType)EventInfo.type;

            ProcessSourceEvent();
        }
Пример #16
0
        private void ProcessAnEvent(ref SDL_Event ev)
        {
            int id;

            switch (ev.type)
            {
            case SDL_EventType.ControllerDeviceAdded:
                UpdateGamepadRegister();
                _applicationMessenger.QueueMessage(FrameworkMessage.GamepadAdded);
                break;

            case SDL_EventType.ControllerDeviceRemoved:
                UpdateGamepadRegister();
                _applicationMessenger.QueueMessage(FrameworkMessage.GamepadRemoved);
                break;

            case SDL_EventType.ControllerDeviceRemapped:
                //Unsure if am required to process this event. For future investigation
                break;

            case SDL_EventType.ControllerButtonUp:
            case SDL_EventType.ControllerButtonDown:
                SDL_ControllerButtonEvent buttonEvent = Unsafe.As <SDL_Event, SDL_ControllerButtonEvent>(ref ev);

                id = buttonEvent.which;

                if (_controllers.ContainsKey(id))
                {
                    var controller = _controllers[id];

                    var button = ToGamepadButton(buttonEvent.button);

                    var pressed = buttonEvent.state == 1;     //SDL_PRESSED and SDL_RELEASED don't appear to exist

                    controller.ProcessButtonEvent(button, pressed);
                }
                break;

            case SDL_EventType.ControllerAxisMotion:
                SDL_ControllerAxisEvent axisEvent = Unsafe.As <SDL_Event, SDL_ControllerAxisEvent>(ref ev);

                id = axisEvent.which;

                if (_controllers.ContainsKey(id))
                {
                    var controller = _controllers[id];

                    var axis = ToGamepadAxis(axisEvent.axis);

                    var value = NormalizeAxis(axisEvent.value);

                    controller.ProcessAxisEvent(axis, value);
                }
                break;
            }
        }
Пример #17
0
 internal void MouseButtonUp(SDL_Event e)
 {
     mouseState.ButtonReleased(e.button.button);
     if (!AnyButtonDown())
     {
         lastPressedButton = 0;
     }
     mouseReleased?.Invoke(gameObject, null);
     mouseClicked?.Invoke(gameObject, null);
 }
Пример #18
0
        static private InputStruct CheckKeyDown(SDL_Event userEvent)
        {
            InputStruct input = new InputStruct {
                inputEvent = UNDEFINED_INPUT, x = 0, y = 0
            };

            SDL_GetMouseState(out input.x, out input.y);
            switch (userEvent.key.keysym.sym)
            {
            case SDLK_ESCAPE:
                input.inputEvent = PRESS_ESCAPE;
                break;

            case SDLK_DOWN:
                input.inputEvent = PRESS_DOWN;
                break;

            case SDLK_UP:
                input.inputEvent = PRESS_UP;
                break;

            case SDLK_w:
                input.inputEvent = PRESS_W;
                break;

            case SDLK_s:
                input.inputEvent = PRESS_S;
                break;

            case SDLK_a:
                input.inputEvent = PRESS_A;
                break;

            case SDLK_d:
                input.inputEvent = PRESS_D;
                break;

            case SDLK_p:
                input.inputEvent = PRESS_P;
                break;

            case SDLK_o:
                input.inputEvent = PRESS_O;
                break;

            case SDLK_RETURN:
                input.inputEvent = PRESS_ENTER;
                break;

            case SDLK_SPACE:
                input.inputEvent = PRESS_SPACE;
                break;
            }
            return(input);
        }
Пример #19
0
        /// <summary>
        /// Begins a new touch input.
        /// </summary>
        private void BeginTouch(ref SDL_Event evt)
        {
            var touchID    = nextTouchID++;
            var touchIndex = touches.Count == 0 ? 0 : touches[touches.Count - 1].TouchIndex + 1;
            var touchInfo  = new TouchInfo(timestamp, touchID, touchIndex, evt.tfinger.fingerId,
                                           evt.tfinger.x, evt.tfinger.y, evt.tfinger.x, evt.tfinger.y, evt.tfinger.pressure, false);

            touches.Add(touchInfo);

            OnTouchDown(touchID, touchInfo.FingerID, touchInfo.CurrentX, touchInfo.CurrentY, touchInfo.Pressure);
        }
Пример #20
0
 private static void ProcessGamePadEvent(SDL_Event evt)
 {
     if (evt.type == SDL_EventType.SDL_CONTROLLERDEVICEADDED)
     {
         AddGamePadInstance(evt.cdevice.which);
     }
     else if (evt.type == SDL_EventType.SDL_CONTROLLERDEVICEREMOVED)
     {
         RemoveGamePadInstance(evt.cdevice.which);
     }
 }
Пример #21
0
        private static void ProcessMouseEvent(SDL_Event evt)
        {
            if (evt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN)
            {
                Mouse.ProcessClicked(evt.button.button - 1);
            }

            else if (evt.type == SDL_EventType.SDL_MOUSEWHEEL)
            {
                Mouse.ProcessMouseWheel(evt.wheel.y * 120);
            }
        }
        private void ProcessEvent(SDL_Event sDL_Event)
        {
            switch (sDL_Event.type)
            {
            case SDL2.SDL.SDL_EventType.SDL_KEYDOWN:

                break;

            case SDL2.SDL.SDL_EventType.SDL_KEYUP:


                break;
            }
        }
Пример #23
0
            private void HandleEvent(SDL_Event sdlEvent)
            {
                switch (sdlEvent.SDL_EventType)
                {
                case SDL_EventType.SDL_WINDOWEVENT:
                    HandleEventWindow(CastToStruct <SDL_WindowEvent>(sdlEvent));
                    break;

                case SDL_EventType.SDL_KEYDOWN:
                case SDL_EventType.SDL_KEYUP:
                    HandleEventKeyboard(CastToStruct <SDL_KeyboardEvent>(sdlEvent));
                    break;
                }
            }
Пример #24
0
        private static void ProcessTextInputEvent(SDL_Event evt)
        {
            if (evt.type == SDL_EventType.SDL_TEXTINPUT && !text_input_suppress)
            {
                unsafe
                {
                    int bytes = MeasureStringLength(evt.text.text);
                    if (bytes > 0)
                    {
                        char *chars_buffer = stackalloc char[bytes];
                        int   chars        = Encoding.UTF8.GetChars(
                            evt.text.text,
                            bytes,
                            chars_buffer,
                            bytes
                            );

                        for (int i = 0; i < chars; i += 1)
                        {
                            TextInput.ProcessTextInput(chars_buffer[i]);
                        }
                    }
                }
            }

            else if (evt.type == SDL_EventType.SDL_TEXTEDITING)
            {
                unsafe
                {
                    int bytes = MeasureStringLength(evt.edit.text);
                    if (bytes > 0)
                    {
                        char *charsBuffer = stackalloc char[bytes];
                        int   chars       = Encoding.UTF8.GetChars(
                            evt.edit.text,
                            bytes,
                            charsBuffer,
                            bytes
                            );
                        string text = new string(charsBuffer, 0, chars);
                        TextInput.ProcessTextEditing(text, evt.edit.start, evt.edit.length);
                    }
                    else
                    {
                        TextInput.ProcessTextEditing(null, 0, 0);
                    }
                }
            }
        }
Пример #25
0
        bool IInputDriver.WriteEvent(int type, int data)
        {
            SDL_Event ev = default(SDL_Event);

            ev.type       = SDL_EventType.SDL_USEREVENT;
            ev.user.data1 = new IntPtr(type);
            ev.user.data2 = new IntPtr(data);

            if (SDL_PushEvent(ref ev) == 0)
            {
                return(true);
            }

            return(false);
        }
Пример #26
0
 private void ProcessAnEvent(ref SDL_Event ev)
 {
     switch (ev.type)
     {
     case SDL_EventType.MouseMotion:
         if (!_hasAnInitialMouseMovementEventRegistered)
         {
             _hasAnInitialMouseMovementEventRegistered = true;
         }
         _gotMouseMotionEventThisUpdate = true;
         SDL_MouseMotionEvent mouseEvent = Unsafe.As <SDL_Event, SDL_MouseMotionEvent>(ref ev);
         _mouseLastPosition = new Vector2(mouseEvent.x, mouseEvent.y);
         _mouseLastVelocity = new Vector2(mouseEvent.xrel, mouseEvent.yrel);
         break;
     }
 }
Пример #27
0
        public static void PreLookForGamepads()
        {
            var evt = new SDL_Event[1];

            SDL_PumpEvents();
            while (SDL_PeepEvents(
                       evt,
                       1,
                       SDL_eventaction.SDL_GETEVENT,
                       SDL_EventType.SDL_CONTROLLERDEVICEADDED,
                       SDL_EventType.SDL_CONTROLLERDEVICEADDED
                       ) == 1)
            {
                AddGamePadInstance(evt[0].cdevice.which);
            }
        }
Пример #28
0
        private static void ProcessKeyEvent(SDL_Event evt)
        {
            if (evt.type == SDL_EventType.SDL_KEYDOWN)
            {
                Keys key = ConvertKey(ref evt.key.keysym);

                OnKeyDown?.Invoke(key);

                if (!Keyboard.Keys.Contains(key))
                {
                    Keyboard.Keys.Add(key);

                    if (text_input_bindings.TryGetValue(key, out int text_index))
                    {
                        text_input_control_down[text_index]   = true;
                        text_input_control_repeat[text_index] = Environment.TickCount + 400;
                        TextInput.ProcessTextInput(text_input_chars[text_index]);
                    }
                    else if (Keyboard.Keys.Contains(Keys.LeftControl) && key == Keys.V)
                    {
                        text_input_control_down[6]   = true;
                        text_input_control_repeat[6] = Environment.TickCount + 400;
                        TextInput.ProcessTextInput(text_input_chars[6]);
                        text_input_suppress = true;
                    }
                }
            }
            else if (evt.type == SDL_EventType.SDL_KEYUP)
            {
                Keys key = ConvertKey(ref evt.key.keysym);

                OnKeyUp?.Invoke(key);

                if (Keyboard.Keys.Remove(key))
                {
                    if (text_input_bindings.TryGetValue(key, out int value))
                    {
                        text_input_control_down[value] = false;
                    }
                    else if ((!Keyboard.Keys.Contains(Keys.LeftControl) && text_input_control_down[3]) || key == Keys.V)
                    {
                        text_input_control_down[6] = false;
                        text_input_suppress        = false;
                    }
                }
            }
        }
Пример #29
0
        private static void WaitForWindowToBeClose()
        {
            var quit        = false;
            var raisedEvent = new SDL_Event();

            while (!quit)
            {
                SDL_WaitEvent(ref raisedEvent);

                switch ((SDL_EventType)raisedEvent.type)
                {
                case SDL_EventType.SDL_QUIT:
                    quit = true;
                    break;
                }
            }
        }
Пример #30
0
        public void Spin()
        {
            if (!this.Initialized)
            {
                return;
            }

            SDL_Event e = new SDL_Event();
            uint      frameStart, frameTime;

            while (!Nes.IsStartingShutdown)
            {
                frameStart = SDL_GetTicks();

                while (SDL_PollEvent(out e) > 0)
                {
                    switch (e.type)
                    {
                    case SDL_EventType.SDL_QUIT:
                        Nes.Quit();
                        return;

                    case SDL_EventType.SDL_KEYDOWN:
                        Nes.Debugger.Log(NesDebugger.TAG_GUI, "Got key {0}", e.key);
                        break;
                    }
                }

                if (hasNewFrame)
                {
                    // This isn't working right now
                    // UpdateTexture();
                    hasNewFrame = false;
                }

                Render();

                frameTime = SDL_GetTicks() - frameStart;
                if (frameTime < NesConsts.FRAME_DELAY_MS)
                {
                    // SDL_Delay(NesConsts.FRAME_DELAY_MS - frameTime);
                    System.Threading.Thread.Sleep((int)(NesConsts.FRAME_DELAY_MS - frameTime));
                    Nes.Debugger.ConsoleView.Update();
                }
            }
        }
Пример #31
0
 public static extern int SDL_PollEvent(ref SDL_Event event_);
Пример #32
0
		public extern static int SDL_PushEvent(out SDL_Event _event);
Пример #33
0
 public static extern int SDL_PeepEvents(/* SDL_Event * */SDL_Event[] events, int numevents, SDL_eventaction action, Uint32 mask);
 static extern int SDL_WaitEvent(SDL_Event* evt);
 static extern int SDL_PollEvent(SDL_Event* evt);
Пример #36
0
		public static extern int SDL_PushEvent(ref SDL_Event _event);
Пример #37
0
		public static extern int SDL_WaitEventTimeout(out SDL_Event _event, int timeout);
Пример #38
0
Файл: Sdl.cs Проект: vhotur/tao
 public static extern int SDL_PollEvent(out SDL_Event sdlEvent);
Пример #39
0
Файл: Sdl.cs Проект: vhotur/tao
 public static extern int SDL_PushEvent(out SDL_Event evt);
Пример #40
0
Файл: Sdl.cs Проект: vhotur/tao
 public static extern int SDL_WaitEvent(out SDL_Event evt);
Пример #41
0
 public static extern int SDL_PushEvent(/* SDL_Event * */ref SDL_Event event_);
Пример #42
0
		public extern static int SDL_WaitEvent(out SDL_Event _event);
Пример #43
0
 public static extern int SDL_WaitEvent(/* SDL_Event * */ref SDL_Event event_);
Пример #44
0
		public extern static int SDL_PeepEvents(out SDL_Event[] events,
                                                 int numevents,
                                                 SDL_eventaction action,
                                                 uint mask);