I'm porting a small C++ console game to C# and it seems that I can't stop key presses from being printed to the console.
In C++ I get the keystroke with this method, which also suppress the keystrokes from being printed to the console:
bool Game::getInput(char *c)
{
if (_kbhit())
{
*c = _getch();
return true;
}
return false;
}
I tried to do the equivalent in C# by doing:
Key = Console.ReadKey();
But this does not suppress the character from being printed to the console, causing obvious problems. Any ideas on how to remedy this?
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