The good: I could hit my game's 'use' button binding, it would pass it along to a KeyDown on GamepadAccept, and this would work its way to the control to select the button! Yay! This gave me something that responded to the keyboard in hilarious ways. I moved that over the Unity and Noesis, which meant doing the ConnectEvent ritual so that Noesis knew about the event handler. In particular, I created a handler for ListView.PreviewKeyDown. I figured I might as well more explicitly capture key events in my listview and this seemed to give me keyboard control in a standalone application.
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