Static Public Member Functions | |
| static void | ReleaseAllKeys () |
| Resets all keys to being in the up state (not pushed). Does generate KeyUp events. | |
| static void | ReleaseAllKeys (bool waitForKeyUp) |
| Resets all keys to being in the up state (not pushed). Does generate KeyUp events. This can also make it so any keys which were depressed must be released before KeyDown events are raised again. | |
| static void | ReleaseKey (KeyCode key) |
| Resets a particular key to being in the up state (not pushed). Generates a KeyUp event for that key. This also makes it so that the key must be physically depressed by the user before it will register a KeyDown event again. If it is already depressed, it must be released first. | |
| static void | ReleaseKey (KeyCode key, bool waitForKeyUp) |
| Resets a particular key to being in the up state (not pushed). Generates a KeyUp event for that key. | |
| static string | GetKeyString (KeyCode keyID, KeyModifiers mods) |
| Creates a string from the specified KeyCode and KeyModifiers. | |
Static Public Attributes | |
| static event InputEventHandler | KeyDown = \" |
| Event which occurs when a key is pressed. | |
| static event InputEventHandler | KeyUp |
| Event which occurs when a key is released. | |
Properties | |
| static KeyState | Keys [get] |
| Gets an object representing the state of all keys on the keyboard. | |
| static bool | AnyKeyPressed [get] |
| Checks to see if the user pressed the "Any" key. | |
Classes | |
| class | KeyState |
| Class which represents the state of all keys on the keyboard. More... | |
| static void ERY.AgateLib.Keyboard.ReleaseAllKeys | ( | ) | [static] |
Resets all keys to being in the up state (not pushed). Does generate KeyUp events.
This also makes it so any keys which were depressed must be released before KeyDown events are raised again.
| static void ERY.AgateLib.Keyboard.ReleaseAllKeys | ( | bool | waitForKeyUp | ) | [static] |
Resets all keys to being in the up state (not pushed). Does generate KeyUp events.
This can also make it so any keys which were depressed must be released before KeyDown events are raised again.
.
| waitForKeyUp | If true, then keys currently depressed will not generate KeyDown events until they are released. |
| static void ERY.AgateLib.Keyboard.ReleaseKey | ( | KeyCode | key | ) | [static] |
Resets a particular key to being in the up state (not pushed). Generates a KeyUp event for that key.
This also makes it so that the key must be physically depressed by the user before it will register a KeyDown event again. If it is already depressed, it must be released first.
.
| key |
| static void ERY.AgateLib.Keyboard.ReleaseKey | ( | KeyCode | key, | |
| bool | waitForKeyUp | |||
| ) | [static] |
Resets a particular key to being in the up state (not pushed). Generates a KeyUp event for that key.
| key | The key to be released. | |
| waitForKeyUp | If true, then keys currently depressed will not generate KeyDown events until they are released. |
| static string ERY.AgateLib.Keyboard.GetKeyString | ( | KeyCode | keyID, | |
| KeyModifiers | mods | |||
| ) | [static] |
event InputEventHandler ERY.AgateLib.Keyboard.KeyDown = \" [static] |
Event which occurs when a key is pressed.
event InputEventHandler ERY.AgateLib.Keyboard.KeyUp [static] |
Event which occurs when a key is released.
KeyState ERY.AgateLib.Keyboard.Keys [static, get] |
Gets an object representing the state of all keys on the keyboard.
bool ERY.AgateLib.Keyboard.AnyKeyPressed [static, get] |
Checks to see if the user pressed the "Any" key.
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AgateLib Awesome Game and Tool Engine Library |
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