private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (!IsEnabled) { return; } if (args.Handled) { return; } if (this.ShiftKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Shift) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (this.CtrlKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Control) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (this.Key == args.VirtualKey) { foreach (var action in Actions) { (action as IAction).Execute(this.AssociatedObject, args); } args.Handled = true; } }
private void Charac_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (!isFalling) { if (e.VirtualKey == Windows.System.VirtualKey.A || e.VirtualKey == Windows.System.VirtualKey.Left) { moveLeft = true; } else if (e.VirtualKey == Windows.System.VirtualKey.D || e.VirtualKey == Windows.System.VirtualKey.Right) { moveRight = true; } if (e.VirtualKey == Windows.System.VirtualKey.W || e.VirtualKey == Windows.System.VirtualKey.Up) { Jump(); } } else { if (e.VirtualKey == Windows.System.VirtualKey.A || e.VirtualKey == Windows.System.VirtualKey.Left) { prepLeft = true; } else if (e.VirtualKey == Windows.System.VirtualKey.D || e.VirtualKey == Windows.System.VirtualKey.Right) { prepRight = true; } } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.F12) { args.Handled = true; var view = ApplicationView.GetForCurrentView(); if (view.IsFullScreenMode) { fullscreen = false; view.ExitFullScreenMode(); ApplicationView.PreferredLaunchWindowingMode = ApplicationViewWindowingMode.Auto; // The SizeChanged event will be raised when the exit from full-screen mode is complete. } else { if (view.TryEnterFullScreenMode()) { fullscreen = true; ApplicationView.PreferredLaunchWindowingMode = ApplicationViewWindowingMode.FullScreen; // The SizeChanged event will be raised when the entry to full-screen mode is complete. } } } else { Sprite.SendKeyPressed(args); } }
private void Page_KeyRouted(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey >= Windows.System.VirtualKey.GamepadA && args.VirtualKey <= Windows.System.VirtualKey.GamepadRightThumbstickLeft) { args.Handled = true; } }
private void HandleKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Right) { MqttPublish("turn right"); } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { MqttPublish("turn left"); } else if (args.VirtualKey == Windows.System.VirtualKey.Up) { MqttPublish("move forward"); } else if (args.VirtualKey == Windows.System.VirtualKey.Down) { MqttPublish("move backward"); } else if (args.VirtualKey == Windows.System.VirtualKey.Escape) { MqttPublish("stop"); } else if (args.VirtualKey == Windows.System.VirtualKey.R) { MqttPublish("rotate right"); } else if (args.VirtualKey == Windows.System.VirtualKey.L) { MqttPublish("rotate left"); } }
//Metoda aktywowana po wcisnieciu klawisza na klawiaturze private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case Windows.System.VirtualKey.Down: tetriminos.Last().MoveDown(); break; case Windows.System.VirtualKey.Left: tetriminos.Last().MoveLeft(); break; case Windows.System.VirtualKey.Right: tetriminos.Last().MoveRight(); break; case Windows.System.VirtualKey.S: tetriminos.Last().MoveToGround(); break; case Windows.System.VirtualKey.A: tetriminos.Last().Rotate(); break; } }
private void CoreWindow_KeyDown(CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (IsInTransitionState) { return; } if (NavigateUsingKeyboard(args, this, Orientation)) { return; } string gestureKey = MapInputToGestureKey(args.VirtualKey); if (gestureKey == null) { return; } if (MenuItemInputGestureCache.ContainsKey(gestureKey)) { var cachedMenuItem = MenuItemInputGestureCache[gestureKey]; if (cachedMenuItem is MenuFlyoutItem) { var menuFlyoutItem = (MenuFlyoutItem)cachedMenuItem; menuFlyoutItem.Command?.Execute(menuFlyoutItem.CommandParameter); } } }
public void KeyDown(KeyEventArgs arg) { if (game.gameState == GameController.GameState.Stopped) return; switch (arg.VirtualKey) { case VirtualKey.A: if (panEnabled) { PanLeft(); } break; case VirtualKey.D: if (panEnabled) { PanRight(); } break; case VirtualKey.W: if (panEnabled) { PanForward(); } break; case VirtualKey.S: if (panEnabled) { PanBackward(); }break; case VirtualKey.Q: if (panEnabled) { PanDown(); }break; case VirtualKey.E: if (panEnabled) { PanUp(); }break; case VirtualKey.I: if (rotateEnabled) { RotateUp(); } break; case VirtualKey.K: if (rotateEnabled) { RotateDown(); }break; //case VirtualKey.J: if (rotateEnabled) { RotateLeft(); }break; //case VirtualKey.L: if (rotateEnabled) { RotateRight(); } break; case VirtualKey.Z: ZoomIn(); break; case VirtualKey.X: ZoomOut(); break; case VirtualKey.O: MoveToOrigin(); break; case VirtualKey.P: MoveToPlayer(); break; // Disable pan while following player case VirtualKey.F: toggleFollowPlayer(); togglePan(); break; //case VirtualKey.H: toggleRotation(); break; //case VirtualKey.G: togglePan(); break; } }
void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { switch (e.VirtualKey) { case Windows.System.VirtualKey.Escape: case Windows.System.VirtualKey.GamepadB: //Se cambia de página if (firstPerson) { firstPerson = false; BetweenPageParameter param = new BetweenPageParameter(); param.Time = seconds; this.Frame.Navigate(typeof(InGameMap), param); } break; case Windows.System.VirtualKey.Space: //Daño demostrativo de la barra de vida UpdateHealth(10); break; case Windows.System.VirtualKey.Tab: //Se expande/se minimiza el mapa UpdateMap(); break; default: break; } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (OnlyWhenFocus != null && !_NowFocusing_OnlyWhenFocus) { return; } if (!IsEnabled) { return; } if (args.Handled) { return; } if (this.ShiftKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Shift) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (this.CtrlKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Control) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (!IsEnableUINavigationButtons) { if (NavigationButtonVirtualKeyList.Any(x => x == args.VirtualKey)) { return; } var keycode = (int)args.VirtualKey; if (IgnoreVirtualKeyList.Any(x => x == keycode)) { return; } } if (this.Key == VirtualKey.None || this.Key == args.VirtualKey) { foreach (var action in this.Actions.Cast <IAction>()) { var result = action.Execute(this, args); if (result is bool) { var isExecuted = (bool)result; if (!isExecuted) { return; } args.Handled = true; } else { args.Handled = true; } } } }
public void OnKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Enter) { this.userGuid = Hasher.GetSmartCardHash(sb.ToString()); Debug.WriteLine(userGuid); KegLogger.KegLogTrace("User", "UserScan", Microsoft.ApplicationInsights.DataContracts.SeverityLevel.Information, new Dictionary <string, string>() { { "hashcode", this.userGuid } }); //resetting sb.Clear(); bool status = CheckKegStatus(); if (!status) { //Appropriate messages are handled in above method this.userGuid = string.Empty; return; } Window.Current.CoreWindow.KeyDown -= OnKeyDown; //cardDetected = true; this.Frame.Navigate(typeof(Page2), $"FromMain:{userGuid}"); } else { sb.Append((int)e.VirtualKey - 48); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (!_listening && !_gamepadViewDown && args.VirtualKey == Windows.System.VirtualKey.GamepadView) { _gamepadViewDown = true; _keyTimer.Start(); } }
private void Canvas_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Left) { } else if (e.VirtualKey == Windows.System.VirtualKey.Right) { } }
public static KeyEventArgs ToEto(this wuc.KeyEventArgs e, KeyEventType keyType) { var key = KeyMap.Convert(e.Key, swi.Keyboard.Modifiers); return(new KeyEventArgs(key, keyType) { Handled = e.Handled }); }
private void OnKeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { var key = MapKey(args.VirtualKey); // ignore key presses that are not related to the keypad if (KeyPressed != null && key != KeyPadKey.Unknown) { KeyPressed(key); } }
private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Space: keys[space] = false; break; } args.Handled = true; // tell the system we handled this event. }
void CoreWindow_KeyUp(CoreWindow sender, KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Left) { playerIsMovingLeft = false; } else if (e.VirtualKey == Windows.System.VirtualKey.Right) { playerIsMovingRight = false; } }
#pragma warning disable CC0057 // Unused parameters public static void OnKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) #pragma warning restore CC0057 // Unused parameters { //var logicalFocus = FocusManager.GetFocusedElement(); //System.Diagnostics.Debug.WriteLine("=========== Windows.UI.Xaml.Input.FocusManager.FocusedElement=" + logicalFocus); //if (logicalFocus == this) // System.Diagnostics.Debug.WriteLine(" THIS "); args.Handled = ProcessVirualKey(HardwareKeyPage.FocusedElement ?? HardwareKeyPage.DefaultFocusedElement, args.VirtualKey); }
void KeyboardListenerService_KeyUp(CoreWindow sender, KeyEventArgs args) { if (!CanListen) return; for (int i = 0; i < MaxVirtualKeys; i++) { if (virtualKeys[i] == args.VirtualKey) { virtualKeys[i] = VirtualKey.None; } } }
internal void GlobalKeyDown(CoreWindow sender, KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Right) { navigateNext(); } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { navigatePrevious(); } }
private void Canvas_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Right) { Si.MoveShipLeft(false); } else if (e.VirtualKey == Windows.System.VirtualKey.Left) { Si.MoveShipRight(false); } }
private void OnKeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) //private void OnKeyUp(object sender, KeyRoutedEventArgs e) { if (haveFocus == false) { return; } //var virtualKey = e.VirtualKey; //switch (e.KeyStatus.ScanCode) //{ // case 44: // W en français, Z en anglais, .. // virtualKey = VirtualKey.W; // break; // case 45: // X en français, ? en anglais, .. // virtualKey = VirtualKey.X; // break; //} switch (e.VirtualKey) { case VirtualKey.Up: keyboardGamepad.Release(GamepadKeys.Up); break; case VirtualKey.Down: keyboardGamepad.Release(GamepadKeys.Down); break; case VirtualKey.Right: keyboardGamepad.Release(GamepadKeys.Right); break; case VirtualKey.Left: keyboardGamepad.Release(GamepadKeys.Left); break; // pour prendre en compte les clavier Qwerty/Azerty/Qwertz case VirtualKey.Z: case VirtualKey.W: case VirtualKey.Y: keyboardGamepad.Release(GamepadKeys.ButtonA); break; case VirtualKey.X: keyboardGamepad.Release(GamepadKeys.ButtonB); break; case VirtualKey.Space: keyboardGamepad.Release(GamepadKeys.ButtonStart); break; } }
public void OnKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { var logicalFocus = FocusManager.GetFocusedElement(); System.Diagnostics.Debug.WriteLine("=========== Windows.UI.Xaml.Input.FocusManager.FocusedElement=" + logicalFocus); if (logicalFocus == this) { System.Diagnostics.Debug.WriteLine(" THIS "); } args.Handled = ProcessVirualKey(HardwareKeyPage.FocusedElement ?? HardwareKeyPage.DefaultFocusedElement, args.VirtualKey); }
private void OnKeyDown(CoreWindow sender, KeyEventArgs args) { if (args.VirtualKey == VirtualKey.Up) { this.isAuto = false; this.Add(); } if (args.VirtualKey == VirtualKey.Down) { this.isAuto = false; this.Remove(); } }
// CoreWindow.KeyDown event handler only used in this page. private void KeyDownHandle(object send, Windows.UI.Core.KeyEventArgs e) { switch (e.VirtualKey) { case VirtualKey.Right: NextImage(); break; case VirtualKey.Left: PreviousImage(); break; } }
private void TraceKeyEvent(string message, KeyEventArgs e) { string item = message + "| VKey: " + e.VirtualKey.ToString() + "| Scan code: " + e.KeyStatus.ScanCode.ToString() + "| Extended key : " + e.KeyStatus.IsExtendedKey.ToString() + "| Is Key Released : " + e.KeyStatus.IsKeyReleased.ToString() + "| Is Menu Key Down : " + e.KeyStatus.IsMenuKeyDown.ToString() + "| Repeat Count : " + e.KeyStatus.RepeatCount.ToString() + //RepeatCount will always return 0 "| Scancode : " + e.KeyStatus.ScanCode.ToString() + "| WasKeyDown : " + e.KeyStatus.WasKeyDown.ToString(); //WasKeyDown will always return false Debug.WriteLine(item); }
private void Grid_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { var ctrl = Window.Current.CoreWindow.GetKeyState(VirtualKey.Control).HasFlag(CoreVirtualKeyStates.Down); if (ctrl && args.VirtualKey == Windows.System.VirtualKey.Z) { List <UIElement> UI = Scripts.action_Memory.Back(); foreach (UIElement i in UI) { canvas.Children.Remove(i); } } }
public void KeyDown(KeyEventArgs arg) { switch (arg.VirtualKey) { case VirtualKey.Number1: switchToGameLevel(1, true); break; case VirtualKey.Number2: switchToGameLevel(2, true); break; case VirtualKey.Number3: switchToGameLevel(3, true); break; case VirtualKey.Number4: switchToGameLevel(4, true); break; case VirtualKey.Number5: switchToGameLevel(5, true); break; case VirtualKey.Number6: switchToGameLevel(6, true); break; case VirtualKey.Number7: switchToGameLevel(7, true); break; case VirtualKey.R: restartLevel(); break; } }
void SearchPageViewModel_KeyDown(CoreWindow sender, KeyEventArgs args) { int keyCode = (int)args.VirtualKey; if (keyCode == 0 || (keyCode > 0 && keyCode < 32) || (keyCode > 33 && keyCode < 47) || (keyCode > 91 && keyCode < 165) || keyCode == 91 || keyCode > 166) return; //if the entered key is not a letter/number, ignore it. string initialchar = Enum.GetName(typeof(Windows.System.VirtualKey), args.VirtualKey); SetupSearch(initialchar); //Start the search procedure }
void CoreWindow_KeyDown(CoreWindow sender, KeyEventArgs e) { if(e.VirtualKey == Windows.System.VirtualKey.Left) { playerIsMovingRight = false; playerIsMovingLeft = true; } else if(e.VirtualKey == Windows.System.VirtualKey.Right) { playerIsMovingLeft = false; playerIsMovingRight = true; } else if(e.VirtualKey == Windows.System.VirtualKey.Space) { //player.shoot(); } }
private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (!_listening && args.VirtualKey == Windows.System.VirtualKey.Q) { if (Window.Current.CoreWindow.GetKeyState(Windows.System.VirtualKey.Control).HasFlag(CoreVirtualKeyStates.Down)) { WakeUpAndListen(); } } if (args.VirtualKey == Windows.System.VirtualKey.GamepadView) { _gamepadViewDown = false; _keyTimer.Stop(); } }
// Keyboard event private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Enter) { _manager.Move(_tempPositionY, _tempPositionX, this); } else if (args.VirtualKey == Windows.System.VirtualKey.Up) { if (_tempPositionY - 1 >= 0) { FocusLost(); _tempPositionY--; CellInFocus(); } } else if (args.VirtualKey == Windows.System.VirtualKey.Down) { if (_tempPositionY + 1 < 10) { FocusLost(); _tempPositionY++; CellInFocus(); } } else if (args.VirtualKey == Windows.System.VirtualKey.Right) { if (_tempPositionX + 1 < 10) { FocusLost(); _tempPositionX++; CellInFocus(); } } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { if (_tempPositionX - 1 >= 0) { FocusLost(); _tempPositionX--; CellInFocus(); } } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Up: keys[up] = true; keys[down] = false; keys[left] = false; keys[right] = false; keys[space] = false; break; case VirtualKey.Down: keys[up] = false; keys[down] = true; keys[left] = false; keys[right] = false; keys[space] = false; break; case VirtualKey.Left: keys[up] = false; keys[down] = false; keys[left] = true; keys[right] = false; keys[space] = false; break; case VirtualKey.Right: keys[up] = false; keys[down] = false; keys[left] = false; keys[right] = true; keys[space] = false; break; case VirtualKey.Space: keys[space] = true; break; } args.Handled = true; // tell the system we handled this event. }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (!IsEnabled) { return; } if (args.Handled) { return; } if (this.ShiftKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Shift) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (this.CtrlKey && (Window.Current.CoreWindow.GetKeyState(VirtualKey.Control) & CoreVirtualKeyStates.Down) != CoreVirtualKeyStates.Down) { return; } if (this.Key == args.VirtualKey) { foreach (var action in this.Actions.Cast <IAction>()) { var result = action.Execute(this, args); if (result is bool) { var isExecuted = (bool)result; if (!isExecuted) { return; } args.Handled = true; } else { args.Handled = true; } } } }
public void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { VirtualKey pressedKey = e.VirtualKey; if (pressedKey == VirtualKey.Escape || pressedKey == VirtualKey.GamepadB) { if (uiController.IsMainMenuShown) { uiController.RemoveMainMenu(); } else if (uiController.IsDialogShown) { uiController.RemoveDialog(); } else if (!uiController.IsMainMenuShown) { uiController.ShowMainMenu(); } } }
//tapahtuman käsittelijä napin painallukselle private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Up: UpPressed = true; break; case VirtualKey.Left: LeftPressed = true; break; case VirtualKey.Right: RightPressed = true; break; default: break; } }
private async void MyPage_KeyDown(CoreWindow sender, KeyEventArgs args) { switch (args.VirtualKey) { case Windows.System.VirtualKey.W: { await drone.Forward(); break; } case Windows.System.VirtualKey.S: { await drone.Backward(); break; } case Windows.System.VirtualKey.A: { await drone.Left(); break; } case Windows.System.VirtualKey.D: { await drone.Right(); break; } case Windows.System.VirtualKey.Space: { await drone.Up(); break; } case Windows.System.VirtualKey.X: { await drone.Down(); break; } default: { break; } } }
private void KeyDownEventHandler(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { Frame frame = Window.Current.Content as Frame; frame.ContentTransitions = new TransitionCollection(); frame.ContentTransitions.Add(new NavigationThemeTransition()); switch (e.VirtualKey) { // switch full screen mode case Windows.System.VirtualKey.F: if (Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().IsFullScreenMode) { Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().ExitFullScreenMode(); } else { Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().TryEnterFullScreenMode(); } break; // change cursor mode case Windows.System.VirtualKey.B: AutoHideCursor.SwitchCursorMode(); break; // go to start page case Windows.System.VirtualKey.Escape: // change mode to blank mode frame.ContentTransitions = new TransitionCollection(); frame.ContentTransitions.Add(new NavigationThemeTransition()); frame.Navigate(typeof(StartPage)); frame.BackStack.Clear(); break; // for debug! case Windows.System.VirtualKey.D: Debug.WriteLine(GetMode()); break; } }
internal void GlobalKeyDown(CoreWindow sender, KeyEventArgs args) { try { if (args.VirtualKey == Windows.System.VirtualKey.Right) { NavigateNext(); } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { NavigatePrevious(); } } catch (Exception ex) { var tc = new Microsoft.ApplicationInsights.TelemetryClient(); var properties = new Dictionary<String, string> { { "Module", "Navigation" } }; tc.TrackException(ex, properties); System.Diagnostics.Debugger.Break(); } }
private void Charac_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.A || e.VirtualKey == Windows.System.VirtualKey.Left) { moveLeft = false; IsWalking = false; if (isFalling) { prepLeft = false; } } else if (e.VirtualKey == Windows.System.VirtualKey.D || e.VirtualKey == Windows.System.VirtualKey.Right) { moveRight = false; IsWalking = false; if (isFalling) { prepRight = false; } } }
private void Canvas_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Left || e.VirtualKey == Windows.System.VirtualKey.GamepadDPadLeft) { Frogger.frogger.FroggerLeft(); playSound(); } else if (e.VirtualKey == Windows.System.VirtualKey.Right || e.VirtualKey == Windows.System.VirtualKey.GamepadDPadRight) { Frogger.frogger.FroggerRight(); playSound(); } else if (e.VirtualKey == Windows.System.VirtualKey.Up || e.VirtualKey == Windows.System.VirtualKey.GamepadDPadUp) { Frogger.frogger.FroggerUp(); playSound(); } else if (e.VirtualKey == Windows.System.VirtualKey.Down || e.VirtualKey == Windows.System.VirtualKey.GamepadDPadDown) { Frogger.frogger.FroggerDown(); playSound(); } else if (e.VirtualKey == Windows.System.VirtualKey.U) { Frogger.car_row_10.EnableCheats(); } else if (e.VirtualKey == Windows.System.VirtualKey.I) { Frogger.car_row_9.EnableCheats(); } else if (e.VirtualKey == Windows.System.VirtualKey.O) { Frogger.car_row_8.EnableCheats(); } else if (e.VirtualKey == Windows.System.VirtualKey.P) { Frogger.car_row_7.EnableCheats(); } }
private void RootFrame_KeyDown( CoreWindow sender, KeyEventArgs e ) { KeyDown?.Invoke( sender, e ); HoldingKeys[ e.VirtualKey ] = true; List<VirtualKey> Keys = new List<VirtualKey>(); foreach( KeyValuePair<VirtualKey, bool> Key in HoldingKeys ) { if ( Key.Key == VirtualKey.Menu ) continue; if ( Key.Value ) Keys.Add( Key.Key ); } string KeyCombo = GetComboHash( Keys ); #if DEBUG Logger.Log( ID, "Key: " + e.VirtualKey.ToString(), LogType.DEBUG ); #endif if ( RegisteredCombinations.ContainsKey( KeyCombo ) ) { ResetSequence(); } else if( TrySelectSequence( e.VirtualKey, out Keys ) ) { KeyCombo = GetSeqHash( Keys ); ResetSequence(); } else { return; } KeyCombinationEventArgs d = new KeyCombinationEventArgs( Keys.ToArray() ); foreach( Action<KeyCombinationEventArgs> P in RegisteredCombinations[ KeyCombo ] ) { P( d ); if ( d.Handled ) break; } }
private void OnKeyDown(object sender, KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Up) { ScrollMap(new Vector2(0.0f, -1.0f)); } else if (e.VirtualKey == Windows.System.VirtualKey.Down) { ScrollMap(new Vector2(0.0f, +1.0f)); } else if (e.VirtualKey == Windows.System.VirtualKey.Left) { ScrollMap(new Vector2(-1.0f, 0.0f)); } else if (e.VirtualKey == Windows.System.VirtualKey.Right) { ScrollMap(new Vector2(+1.0f, 0.0f)); } MapCanvas.Invalidate(); e.Handled = true; }
private void KeyDown_UIThread(CoreWindow sender, KeyEventArgs args) { // This event runs on the UI thread. If we want to process data structures that are // accessed on the game loop thread then we need to use some kind of thread // synchronization to ensure that the UI thread and game loop thread are not accessing // the same data at the same time. // // The two main options here would be to use locks / critical sections or to use // RunOnGameLoopThreadAsync to cause code to execute on the game loop thread. This // example uses RunOnGameLoopThreadAsync. // // Since KeyEventArgs is not agile we cannot simply pass args to the game loop thread. // Although doing this may appear to work, it may have some surprising behavior. For // example, calling a method on args may result in the method executing on the UI // thread (and so blocking the game loop thread). There will also be surprising races // about which thread gets to set Handled first. // // Instead, we do as much processing as possible on the UI thread before passing // control to the game loop thread. if (!InputManager.IsRelevantKey(args.VirtualKey)) { // It wasn't a relevant key that was pressed, so we don't handle this event return; } // Mark that we've handled this event. It is important to do this synchronously inside // this event handler since the framework uses the Handled flag to determine whether or // not to send this event to other handlers. args.Handled = true; // Now schedule code to run on the game loop thread to handle the pressed key. The // animated control will execute this before the next Update. VirtualKey key = args.VirtualKey; var action = this.canvas.RunOnGameLoopThreadAsync( () => this.world.InputManager.KeyDown(key)); }
void CoreWindow_KeyDown(CoreWindow sender, KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Left) { playerIsMovingRight = false; playerIsMovingLeft = true; } else if (e.VirtualKey == Windows.System.VirtualKey.Right) { playerIsMovingLeft = false; playerIsMovingRight = true; } else if (e.VirtualKey == Windows.System.VirtualKey.Up) { if (!playerBullet.getBulletState() && !canvas.Children.Contains(playerBullet.bullet)) { canvas.Children.Add(playerBullet.getBullet()); Debug.WriteLine(playerBullet.getBullet().Width); playerBullet.shoot((Canvas.GetLeft(player.getPlayer())) + ((player.getPlayer().Width / 2) - 2), Canvas.GetTop(player.getPlayer())); playerBullet.setBulletState(true); } } }
async void KeyboardListenerService_KeyDown(CoreWindow sender, KeyEventArgs args) { if (!CanListen) return; // Guidelines: // If first VirtualKey is Ctrl, Alt, or Shift, then we're waiting for another key var i = 0; while (i < MaxVirtualKeys && virtualKeys[i] != VirtualKey.None) { i++; } if (i == MaxVirtualKeys) virtualKeys = new VirtualKey[3]; else virtualKeys[i] = args.VirtualKey; switch (args.VirtualKey) { case VirtualKey.Control: Debug.WriteLine("Ctrl key was pressed, waiting another key ..."); break; case VirtualKey.Shift: Debug.WriteLine("Shift key was pressed, waiting another key ..."); break; default: Debug.WriteLine("OneShot key was pressed"); // look in the db for a match var action = await Locator.SettingsVM.KeyboardActionDatabase.GetKeyboardAction(virtualKeys[0], virtualKeys[1]); if (action != null) { // if there's a match, get the ActionId await DoKeyboardAction(action); } break; } }
void MyPage_KeyDown(CoreWindow sender, KeyEventArgs args) { if (args.VirtualKey == VirtualKey.Escape || args.VirtualKey == VirtualKey.GoBack) Messenger.Default.Send(MessengerMessage.GoBack); }
private void OnKeyPressed(CoreWindow sender, KeyEventArgs args) { // // TODO: Bluetooth keyboards are supported by HoloLens. You can use this method for // keyboard input if you want to support it as an optional input method for // your holographic app. // }
private static void OnKeyDown(CoreWindow sender, KeyEventArgs args) { _keyDown.OnNext(new KeyDownEvent(args.VirtualKey, args.KeyStatus)); }
public virtual void KeyDown(KeyEventArgs arg) { }
//---------------------------------------------------------------------- private void HandleKeyDown( CoreWindow sender, KeyEventArgs e ) { if( e.VirtualKey == Windows.System.VirtualKey.Back || e.VirtualKey == Windows.System.VirtualKey.GoBack ) { bool theHandle = e.Handled; BackRequested( ref theHandle ); e.Handled = theHandle; } else if( e.VirtualKey == Windows.System.VirtualKey.Escape ) { var theCurrentView = ApplicationView.GetForCurrentView(); if( theCurrentView.IsFullScreenMode ) { theCurrentView.ExitFullScreenMode(); } } }
private void RootFrame_KeyUp( CoreWindow sender, KeyEventArgs e ) { HoldingKeys[ e.VirtualKey ] = false; }
private void KeyUp_UIThread(CoreWindow sender, KeyEventArgs args) { if (!InputManager.IsRelevantKey(args.VirtualKey)) { return; } args.Handled = true; VirtualKey key = args.VirtualKey; var action = this.canvas.RunOnGameLoopThreadAsync( () => this.world.InputManager.KeyUp(key)); }
// Testing, will map to tablet sensors later public override void KeyUp(KeyEventArgs arg) { switch (arg.VirtualKey) { case VirtualKey.Left: accX = 0; break; case VirtualKey.Right: accX = 0; break; case VirtualKey.Up: accY = 0; break; case VirtualKey.Down: accY = 0; break; case VirtualKey.Space: isShooting = false; break; } }
// Testing, will map to tablet sensors later public override void KeyDown(KeyEventArgs arg) { switch (arg.VirtualKey) { case VirtualKey.Left: accX = -acceleration; break;// hasTargetX = false; hasTargetY = false; break; case VirtualKey.Right: accX = acceleration; break;// hasTargetX = false; hasTargetY = false; break; case VirtualKey.Up: accY = acceleration; break;// hasTargetX = false; hasTargetY = false; break; case VirtualKey.Down: accY = -acceleration; break;// hasTargetX = false; hasTargetY = false; break; case VirtualKey.Space: isShooting = true; break; } }
public virtual void KeyUp(KeyEventArgs arg) { }
private void CoreWindow_KeyDown(CoreWindow sender, KeyEventArgs args) { Object a = new Object(); RoutedEventArgs b = new RoutedEventArgs(); switch (args.VirtualKey) { case Windows.System.VirtualKey.Delete: if (btn_delete.IsEnabled == true) { btn_delete_Click(a, b); } break; } }
private void OnInterceptorKeyUp(KeyboardDeliveryInterceptor sender, KeyEventArgs e) { TraceKeyEvent("Interceptor-KeyUp", e); }
private void OnKeyUp(CoreWindow window, KeyEventArgs args) { //throw new NotImplementedException(); }
private void CoreWindow_KeyDown(CoreWindow sender, KeyEventArgs args) { if (AcceptUserInputTimer.IsEnabled == false) { this.Frame.Navigate(typeof(MainPage)); } }