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The InputHelper class stores the state of the gamepad, the state of the keyboard, and the map of the gamepad buttons to the keyboard. The InputHelper class also stores the index of the current player, because each instance of the InputHelper class handles the input of only one player. So, if you have a two-player game, you need to have two InputHelper objects. The current state and last state of the gamepad and keyboard are stored because you need them to check when a button or key is pressed for the first time. Following is the code for the attributes and constructor of the InputHelper class: PlayerIndex playerIndex; // Keyboard KeyboardState keyboardState; KeyboardState lastKeyboardState; Dictionary<Buttons, Keys> keyboardMap; // Gamepad GamePadState gamePadState; GamePadState lastGamePadState; public InputHelper(PlayerIndex playerIndex) : this(playerIndex, null) { } public InputHelper(PlayerIndex playerIndex, Dictionary<Buttons, Keys> keyboardMap) { this.playerIndex = playerIndex; this.keyboardMap = keyboardMap; } The InputHelper constructor s parameters are the player index and the keyboard map. However, if you are not interested in using a keyboard, the class provides a version of the InputHelper method that takes only a PlayerIndex argument. This method calls the bottom InputHelper method by specifying null as second argument.

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Listeners were added in version 2.3 of the Servlet API. If you are working with an older application server, you must use ContextLoaderServlet instead. There is an ambiguity in version 2.3 about the order in which servlets and filters should be initialized; if your web server does not initialize listeners before servlets, you will need to use the context loader servlet instead of the context loader listener configuration. Listing 6-3 shows the configuration of the context loader servlet in the deployment descriptor.

To update the input, you need to save the last read state of the keyboard and gamepad and then read their new state. Note that in XNA 3.0, the GetState method of the Keyboard class receives the index of the current player. Following is the code for the Update method of the InputHelper class:

public void Update() { lastKeyboardState = keyboardState; keyboardState = Keyboard.GetState(playerIndex); lastGamePadState = gamePadState; gamePadState = GamePad.GetState(playerIndex); }

<servlet> <servlet-name>context</servlet-name> <servlet-class> org.springframework.web.context.ContextLoaderServlet </servlet-class> <load-on-startup>1</load-on-startup> </servlet> The context loader servlet performs exactly the same job as the context loader listener, but you will need to provide a little more information. By default, servlets can start up in any order and if not explicitly requested, the application server is able to use lazy loading to initialize them on demand. Because the context loader servlet needs to be initialized in order to initialize the Spring beans defined by it, you must provide an explicit load-onstartup parameter for the context loader servlet. If a nonzero value is specified here, the application will guarantee that the servlet is started up when the application server is started up. Furthermore, any other servlets using Spring beans have a dependency on this servlet and must therefore be started later. The load-on-startup parameter also dictates the initialization order: the lower the value specified, the earlier in the initialization sequence

In XNA 3.0, both the KeyboardState and the GamePadState have a method to check whether a button or a key was pressed. Because you re handling the input through the gamepad and keyboard, you need to check if the button or key was pressed on either of them, but you could avoid checking them both at the same time. The InputHelper class allows checking if a gamepad button is pressed, but it internally checks whether the button was pressed on either the gamepad or on the keyboard. In this case, it first checks if the current player s gamepad is connected, and if so, it checks if a button was pressed on the gamepad. Otherwise, if the InputHelper class has a valid keyboard map, it will check if the keyboard key that is mapped to the gamepad button is pressed. This is done in the IsKeyPressed method of the InputHelper class: public bool IsKeyPressed(Buttons button) { bool pressed = false; if (gamePadState.IsConnected) pressed = gamePadState.IsButtonDown(button); else if (keyboardMap != null) { Keys key = keyboardMap[button]; pressed = keyboardState.IsKeyDown(key); } return pressed; } Along with checking when a button is pressed, you also want to cover the possibility of a button being pressed for the first time. To do that, you can check if the desired button is pressed but was released in the previous update. Following is the code for the IsKeyJustPressed method of the InputHelper class: public bool IsKeyJustPressed(Buttons button) { bool pressed = false; if (gamePadState.IsConnected) pressed = (gamePadState.IsButtonDown(button) && lastGamePadState.IsButtonUp(button));

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