Console Component Updated [AGAIN]




ChangeLog:

04-10-09
----------------
- Scroll Down and Up is now supported (Up/Down arrow on PC and DpadUp/DpadDown on Xbox)
- Added a Solution to Xbox360 and now it supports Xbox built-in OnScreenKeyboard
-Press Back+Start to Show Console
-Press A to open onScreen Keyboard
-Some bugs appear in xbox version
- Project was upgraded to XNA 3.1

28-08-09
-----------------
- System Rewritten now commands are added dynamically via Action Delegates
- Added Support for numeric keys, minus and comma
- Added support for help messages
- Added a WriteLine method to write in console, even in command action

15-03-09
-----------------
- XNA 3.0 Support
- Console fits to Window Resize Events

Console Component Updated

Hello again,

to give some life to blog, I'm posting the latest version of the console component. We've made some modifications for Phyzell and now we give you the updated component.

Initial Console credits go to: Kevin Jurkowski


Change Log:

28-08-09
-----------------
- System Rewritten now commands are added dynamically via Action Delegates.
- Added Support for numeric keys, minus and comma
- Added Support for help messages
- Added a WriteLine method to write in console, even in command action

15-03-09
-----------------
- XNA 3.0 Support *
- Console fits to Window Resize Events




Stay tuned for the next posts!

XNA Input Event Generator Component

Hi!

As you must know, the input system in XNA GS is based on IF statements. This is simple but when your game/project grows, it turns the source chaotic and maybe for each frame you may need to test the same key/button several times in different objects.

So, we made a very useful component to solve this problem. Whis this you can separate input code from update code and only the classes that subscribe some type of events, will be notified.

This component supports three types of events:
- Button/Key Pressed
- Button/Key Released
- Button/Key On Hold - This hold has a default time of 1 second, you can change it.

GamePad, Keyboard and Mouse are supported.
Analog controllers, like thumbsticks and triggers have different types of events. For each new value, a new event is triggered. So when you move your thumbstick, several events are raised.

You can improve everything and extend this component, if you do it, send it to our email, please! ;)

EDIT:
New Version Released -> Change Log:
---
Version 1.2 - 05 July 2009
FIXED - GamePad negative values don't generate events
FIXED - XBOX 360 don't copile
ADDED - XBOX360 Solution
---
Version 1.1.2 - 04 April 2009
FIXED - NullPointerException
---
Version 1.1 - 03 April 2009
FIXED - Bug in detecting gamepad release buttons event
CHANGED - Now Key/Button Pressed event, is continuously raised while key/button is down.
---

XNA Console Component

Today,

we bring you a XNA Console Component. The first version was made by Kevin Jurkowski and it's posted here:

http://www.ziggyware.com/readarticle.php?article_id=163
All credits go to him. This version was improved by us, to support XNA 3.0 and respond to Windows Resize Events, here it is:

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