I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it.
Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys.
I tried something like
private void KeyDown(KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E);
game.DrawObjects(panel1.CreateGraphics());
}
else if (e.KeyCode == Keys.Right)
{
game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W);
game.DrawObjects(panel1.CreateGraphics());
}
else if (e.KeyCode == Keys.Up)
{
game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N);
game.DrawObjects(panel1.CreateGraphics());
}
else if (e.KeyCode == Keys.Down)
{
game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S);
game.DrawObjects(panel1.CreateGraphics());
}
}
and then when the form key down event was pressed, i used this
private void MainForm_KeyDown(object sender, KeyEventArgs e)
{
KeyDown(e);
}
I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers?
Any ideas?
The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.
Have you set the KeyPreview
property of the form to true
? That will cause the form to get a "first look" at key events.
Update: getting this to work properly when a Button
has focus seems to be a bit tricky. The Button control intercepts the arrow key presses and moves focus to the next or previous control in the tab order in a manner so that the KeyDown
, KeyUp
and KeyPress
events are not raised. However, the PreviewKeyDown
event is raised, so that can be used:
private void Form_KeyDown(object sender, KeyEventArgs e)
{
e.Handled = ProcessKeyDown(e.KeyCode);
}
// event handler for the PreViewKeyDown event for the buttons
private void ArrowButton_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
{
ProcessKeyDown(e.KeyCode);
}
private bool ProcessKeyDown(Keys keyCode)
{
switch (keyCode)
{
case Keys.Up:
{
// act on up arrow
return true;
}
case Keys.Down:
{
// act on down arrow
return true;
}
case Keys.Left:
{
// act on left arrow
return true;
}
case Keys.Right:
{
// act on right arrow
return true;
}
}
return false;
}
Still, the focus moves around in a rather ugly manner...