// Use this for initialization void Start() { //Value used to show the two different ways to implement g-keys support in your game //change it to false to try the non-callback version usingCallback = true; if (usingCallback) { LogitechGSDK.logiGkeyCB cbInstance = new LogitechGSDK.logiGkeyCB(this.GkeySDKCallback); LogitechGSDK.LogiGkeyInitWithoutContext(cbInstance); } else { LogitechGSDK.LogiGkeyInitWithoutCallback(); } }
// Use this for initialization void Start() { descriptionLabel = "Last g-key event : "; lastKeyPress = "No g-key event"; //Value used to show the two different ways to implement g-keys support in your game //change it to false to try the non-callback version if (usingCallback) { LogitechGSDK.logiGKeyCbContext cbContext; LogitechGSDK.logiGkeyCB cbInstance = new LogitechGSDK.logiGkeyCB(this.GkeySDKCallback); cbContext.gkeyCallBack = cbInstance; cbContext.gkeyContext = IntPtr.Zero; LogitechGSDK.LogiGkeyInit(ref cbContext); } else { LogitechGSDK.LogiGkeyInitWithoutCallback(); } }
public Sync() { InitializeComponent(); this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; //Value used to show the two different ways to implement g-keys support in your game //change it to false to try the non-callback version usingCallback = true; //or false, depending on your implementation if (usingCallback) { cbInstance = new LogitechGSDK.logiGkeyCB(this.GkeySDKCallback); LogitechGSDK.LogiGkeyInitWithoutContext(cbInstance); } else { LogitechGSDK.LogiGkeyInitWithoutCallback(); } timer1.Start(); }