protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation touchLocation in touchCollection) { if (TouchLocationState.Pressed == touchLocation.State) { if (imeHandler.Enabled) { imeHandler.StopTextComposition(); } else { imeHandler.StartTextComposition(); } } } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.F1) && !F1Pressed) { F1Pressed = true; if (imeHandler.Enabled) { imeHandler.StopTextComposition(); } else { imeHandler.StartTextComposition(); } } if (ks.IsKeyUp(Keys.F1) && F1Pressed) { F1Pressed = false; } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // For Mobile devices, this logic will close the Game when the Back button is pressed. // Exit() is obsolete on iOS #if !__IOS__ && !__TVOS__ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } #endif TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation touchLocation in touchCollection) { if (TouchLocationState.Pressed == touchLocation.State) { if (imeHandler.Enabled) { imeHandler.StopTextComposition(); } else { imeHandler.StartTextComposition(); } } } //imeHandler.Update(gameTime); base.Update(gameTime); }