Пример #1
0
        public void ClearAllWasPressedState(int numFrames)
        {
            if (b0 != 0)
            {
                GamePadInput        pad = GamePadInput.GetGamePad0();
                GamePadInput.Button b   = pad.GetButton(b0);
                b.ClearAllWasPressedState();
                b.IgnoreUntilReleased = true;
                if (b1 != 0)
                {
                    b = pad.GetButton(b0);
                    b.ClearAllWasPressedState();
                    b.IgnoreUntilReleased = true;
                }
                if (numFrames > 0)
                {
                    GamePadInput.ClearAllWasPressedState(numFrames);
                }
            }

            for (int i = 0; i < keys.Count; i++)
            {
                KeyboardInput.ClearAllWasPressedState(keys[i]);
            }
        }   // end of ClearAllWasPressedState()
Пример #2
0
        }   // end of ClearAllWasPressedState()

        /// <summary>
        /// Ignore all buttons and keys associated with this metabutton
        /// until they have been released. Note these happen independently, so if
        /// this metabutton maps to A & B, and A & B are pressed when this is called,
        /// then as soon as A is released it can be pressed, even though B has not
        /// been released yet.
        /// </summary>
        public void IgnoreUntilReleased()
        {
            if (b0 != 0)
            {
                GamePadInput.IgnoreUntilReleased(b0);
                if (b1 != 0)
                {
                    GamePadInput.IgnoreUntilReleased(b1);
                }
            }
            for (int i = 0; i < keys.Count; ++i)
            {
                KeyboardInput.IgnoreUntilReleased(keys[i]);
            }
        }