/// <summary> /// An event handler for when a key is typed. This is set up to listen for key presses and update /// active key sequences. While anybody could handle KeySequence objects on their own, for most /// people, this will be the preferred method. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void KeyTypedHandler(object sender, KeyboardEventArgs e) { foreach(KeySequence sequence in keySequences) { sequence.HandleKey(e.Key); } }
private void OnKeyReleased(object sender, KeyboardEventArgs e) { switch (e.Key) { case Keys.W: case Keys.S: case Keys.A: case Keys.D: if (Player != null) { Player.OnKeyReleased(sender, e); } break; default: break; } }
private void OnKeyReleased(object sender, KeyboardEventArgs e) { switch (e.Key) { case Keys.W: KeysStatus[(int)MoveDirection.Up] = false; break; case Keys.S: KeysStatus[(int)MoveDirection.Down] = false; break; case Keys.A: KeysStatus[(int)MoveDirection.Left] = false; break; case Keys.D: KeysStatus[(int)MoveDirection.Right] = false; break; default: break; } }
private KeyboardEventArgs GetKeyboardEventArgs(TimeSpan time, Keys key, Modifiers mods, KeyboardState state) { KeyboardEventArgs _arg; if (_freeKBEventArgs.Count == 0) { //If it doesn't exist _arg = new KeyboardEventArgs(time, key, mods, state); _allKBEventArgs.Add(_arg); return(_arg); } //If it exists _arg = _freeKBEventArgs[_freeKBEventArgs.Count - 1]; _freeKBEventArgs.RemoveAt(_freeKBEventArgs.Count - 1); _arg.Time = time; _arg.State = state; _arg.Modifiers = mods; _arg.Key = key; return(_arg); }
public void OnKeyReleased(object sender, KeyboardEventArgs e) { switch (e.Key) { case Keys.W: SetKeyState(EnableMoveTag.UpTag, false); break; case Keys.S: SetKeyState(EnableMoveTag.DownTag, false); break; case Keys.A: SetKeyState(EnableMoveTag.LeftTag, false); break; case Keys.D: SetKeyState(EnableMoveTag.RightTag, false); break; default: break; } }
/// <summary> /// Raises the KeyTyped event. This is done automatically by a correctly configured component, /// but this is exposed publicly to allow programmatic key typed events to occur. /// </summary> public void OnKeyTyped(object sender, KeyboardEventArgs args) { if (KeyTyped != null) { KeyTyped(sender, args); } }
private void OnKeyReleased(object sender, KeyboardEventArgs msg) { }
private void OnKeyPressed(object sender, KeyboardEventArgs msg) { }