The IInputService type exposes the following members.
Methods
| Name | Description | |
|---|---|---|
| GetGamePadState(PlayerIndex) |
Gets the gamepad state of the given game controller. (Not available in Silverlight.)
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| GetGamePadState(LogicalPlayerIndex) |
Gets the gamepad state for the given player.
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| GetLogicalPlayer |
Gets the game controller assigned to the specified player. (Not available in Silverlight.)
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| GetPreviousGamePadState(PlayerIndex) |
Gets the gamepad state of the last frame of the given game controller.
(Not available in Silverlight.)
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| GetPreviousGamePadState(LogicalPlayerIndex) |
Gets the gamepad state of the last frame for the given player.
(Not available in Silverlight.)
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| IsDoubleClick(Keys) |
Determines whether the specified key was double-clicked.
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| IsDoubleClick(MouseButtons) |
Determines whether the specified button has been double-clicked.
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| IsDoubleClick(Buttons, LogicalPlayerIndex) |
Determines whether the specified button has been double-clicked by the given player.
(Not available in Silverlight.)
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| IsDoubleClick(Buttons, PlayerIndex) |
Determines whether the specified button has been double-clicked on the given game
controller. (Not available in Silverlight.)
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| IsDown(Keys) |
Determines whether the specified key is down.
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| IsDown(MouseButtons) |
Determines whether the specified button is down.
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| IsDown(Buttons, LogicalPlayerIndex) |
Determines whether the specified button is down for the given player.
(Not available in Silverlight.)
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| IsDown(Buttons, PlayerIndex) |
Determines whether the specified button is down on the given game controller.
(Not available in Silverlight.)
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| IsGamePadHandled(PlayerIndex) |
Gets a value indicating whether the input of a given game controller has already been
handled. (Not available in Silverlight.)
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| IsGamePadHandled(LogicalPlayerIndex) |
Gets a value indicating whether gamepad input of a given player has already been handled.
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| IsPressed(Keys, Boolean) |
Determines whether the specified key was previously up and has been pressed.
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| IsPressed(MouseButtons, Boolean) |
Determines whether the specified button was previously up and has been pressed.
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| IsPressed(Buttons, Boolean, LogicalPlayerIndex) |
Determines whether the specified button has been pressed by the given player.
(Not available in Silverlight.)
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| IsPressed(Buttons, Boolean, PlayerIndex) |
Determines whether the specified button has been pressed on the given game controller.
(Not available in Silverlight.)
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| IsReleased(Keys) |
Determines whether the specified key was previously down and has been released.
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| IsReleased(MouseButtons) |
Determines whether the specified button was previously down and has been released.
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| IsReleased(Buttons, LogicalPlayerIndex) |
Determines whether the specified button has been released by the given player.
(Not available in Silverlight.)
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| IsReleased(Buttons, PlayerIndex) |
Determines whether the specified button has been released on the given game controller.
(Not available in Silverlight.)
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| IsUp(Keys) |
Determines whether the specified key is up.
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| IsUp(MouseButtons) |
Determines whether the specified button is up.
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| IsUp(Buttons, LogicalPlayerIndex) |
Determines whether the specified button is up for the given player.
(Not available in Silverlight.)
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| IsUp(Buttons, PlayerIndex) |
Determines whether the specified button is up on the given game controller.
(Not available in Silverlight.)
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| SetAllHandled |
Sets all "IsHandled" flags to the given value.
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| SetGamePadHandled(PlayerIndex, Boolean) |
Sets the IsGamePadHandled flags of a given game controller.
(Not available in Silverlight.)
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| SetGamePadHandled(LogicalPlayerIndex, Boolean) |
Sets the IsGamePadHandled flags for the given player. (Not available in Silverlight.)
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| SetLogicalPlayer |
Assigns a game controller to a player. (Not available in Silverlight.)
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Properties
| Name | Description | |
|---|---|---|
| AccelerometerValue |
Gets the accelerometer value. (Not available in Silverlight.)
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| Commands |
Gets the input commands.
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| EnableMouseCentering |
Gets or sets a value indicating whether the mouse position is reset in each frame.
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| Gestures |
Gets the detected touch gestures. (Not available in Silverlight.)
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| IsAccelerometerActive |
Gets a value indicating whether an accelerometer is connected and can be used.
(Not available in Silverlight.)
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| IsAccelerometerHandled |
Gets or sets a value indicating whether accelerometer input has already been handled.
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| IsKeyboardHandled |
Gets or sets a value indicating whether keyboard input has already been handled.
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| IsMouseOrTouchHandled |
Gets or sets a value indicating whether mouse or touch input has already been handled.
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| KeyboardState |
Gets the state of the current keyboard state.
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| MaxNumberOfPlayers |
Gets the max number of players (= max number of game controllers that can be connected).
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| ModifierKeys |
Gets the pressed modifier keys.
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| MousePosition |
Gets or sets the mouse position.
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| MousePositionDelta |
Gets or sets the mouse position change since the last frame.
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| MousePositionDeltaRaw |
Gets the raw mouse position change since the last frame.
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| MousePositionRaw |
Gets the raw mouse position.
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| MouseState |
Gets the state of the current mouse state.
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| MouseWheelDelta |
Gets a value representing the rotation change of the mouse wheel.
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| PressedKeys |
Gets the pressed keys.
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| PreviousKeyboardState |
Gets the keyboard state of the last frame.
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| PreviousMouseState |
Gets the mouse state of the last frame.
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| Settings |
Gets or sets the settings that define input handling, timing, etc.
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| TouchCollection |
Gets the touch collection. (Not available in Silverlight.)
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