public bool IsLocalKeyReleased(InputState.KeyboardStates keyState) { InputState currentInputState = m_synchronizedStates[CoreMain.s_localPlayer]; InputState previousInputState = m_previousSynchronizedStates[CoreMain.s_localPlayer]; return ((currentInputState.m_inputState & (UInt16)keyState) == 0) && ((previousInputState.m_inputState & (UInt16)keyState) != 0); }
public bool IsKeyReleased(int playerID, InputState.KeyboardStates keyState) { InputState currentInputState = m_synchronizedStates[playerID]; InputState previousInputState = m_previousSynchronizedStates[playerID]; return ((currentInputState.m_inputState & (UInt16)keyState) == 0) && ((previousInputState.m_inputState & (UInt16)keyState) != 0); }
public void Initialize() { for (int i = 0; i < XNA_GameEngine.CoreMain.MAX_PLAYERS; i++) { m_synchronizedStates[i] = new InputState(); } }
public bool IsLocalKeyDown(InputState.KeyboardStates keyState) { InputState currentInputState = m_synchronizedStates[CoreMain.s_localPlayer]; return (currentInputState.m_inputState & (UInt16)keyState) != 0; }
public bool IsKeyDown(int playerID, InputState.KeyboardStates keyState) { InputState currentInputState = m_synchronizedStates[playerID]; return (currentInputState.m_inputState & (UInt16)keyState) != 0; }
public LocalInput() { m_localInputState = new InputState(); }