#region Pressed Properties

public bool Apressed { get { return ! _previousState [ ( int ) Key . A ] && _currentState [ ( int ) Key . A ] ; } }

public bool Bpressed { get { return ! _previousState [ ( int ) Key . B ] && _currentState [ ( int ) Key . B ] ; } }

public bool Cpressed { get { return ! _previousState [ ( int ) Key . C ] && _currentState [ ( int ) Key . C ] ; } }

public bool Dpressed { get { return ! _previousState [ ( int ) Key . D ] && _currentState [ ( int ) Key . D ] ; } }

public bool Epressed { get { return ! _previousState [ ( int ) Key . E ] && _currentState [ ( int ) Key . E ] ; } }

public bool Fpressed { get { return ! _previousState [ ( int ) Key . F ] && _currentState [ ( int ) Key . F ] ; } }

public bool Gpressed { get { return ! _previousState [ ( int ) Key . G ] && _currentState [ ( int ) Key . G ] ; } }

public bool Hpressed { get { return ! _previousState [ ( int ) Key . H ] && _currentState [ ( int ) Key . H ] ; } }

public bool Ipressed { get { return ! _previousState [ ( int ) Key . I ] && _currentState [ ( int ) Key . I ] ; } }

public bool Jpressed { get { return ! _previousState [ ( int ) Key . J ] && _currentState [ ( int ) Key . J ] ; } }

public bool Kpressed { get { return ! _previousState [ ( int ) Key . K ] && _currentState [ ( int ) Key . K ] ; } }

public bool Lpressed { get { return ! _previousState [ ( int ) Key . L ] && _currentState [ ( int ) Key . L ] ; } }

public bool Mpressed { get { return ! _previousState [ ( int ) Key . M ] && _currentState [ ( int ) Key . M ] ; } }

public bool Npressed { get { return ! _previousState [ ( int ) Key . N ] && _currentState [ ( int ) Key . N ] ; } }

public bool Opressed { get { return ! _previousState [ ( int ) Key . O ] && _currentState [ ( int ) Key . O ] ; } }

public bool Ppressed { get { return ! _previousState [ ( int ) Key . P ] && _currentState [ ( int ) Key . P ] ; } }

public bool Qpressed { get { return ! _previousState [ ( int ) Key . Q ] && _currentState [ ( int ) Key . Q ] ; } }

public bool Rpressed { get { return ! _previousState [ ( int ) Key . R ] && _currentState [ ( int ) Key . R ] ; } }

public bool Spressed { get { return ! _previousState [ ( int ) Key . S ] && _currentState [ ( int ) Key . S ] ; } }

public bool Tpressed { get { return ! _previousState [ ( int ) Key . T ] && _currentState [ ( int ) Key . T ] ; } }

public bool Upressed { get { return ! _previousState [ ( int ) Key . U ] && _currentState [ ( int ) Key . U ] ; } }

public bool Vpressed { get { return ! _previousState [ ( int ) Key . V ] && _currentState [ ( int ) Key . V ] ; } }

public bool Wpressed { get { return ! _previousState [ ( int ) Key . W ] && _currentState [ ( int ) Key . W ] ; } }

public bool Xpressed { get { return ! _previousState [ ( int ) Key . X ] && _currentState [ ( int ) Key . X ] ; } }

public bool Ypressed { get { return ! _previousState [ ( int ) Key . Y ] && _currentState [ ( int ) Key . Y ] ; } }

public bool Zpressed { get { return ! _previousState [ ( int ) Key . Z ] && _currentState [ ( int ) Key . Z ] ; } }

public bool Number0pressed { get { return ! _previousState [ ( int ) Key . Number0 ] && _currentState [ ( int ) Key . Number0 ] ; } }

public bool Number1pressed { get { return ! _previousState [ ( int ) Key . Number1 ] && _currentState [ ( int ) Key . Number1 ] ; } }

public bool Number2pressed { get { return ! _previousState [ ( int ) Key . Number2 ] && _currentState [ ( int ) Key . Number2 ] ; } }

public bool Number3pressed { get { return ! _previousState [ ( int ) Key . Number3 ] && _currentState [ ( int ) Key . Number3 ] ; } }

public bool Number4pressed { get { return ! _previousState [ ( int ) Key . Number4 ] && _currentState [ ( int ) Key . Number4 ] ; } }

public bool Number5pressed { get { return ! _previousState [ ( int ) Key . Number5 ] && _currentState [ ( int ) Key . Number5 ] ; } }

public bool Number6pressed { get { return ! _previousState [ ( int ) Key . Number6 ] && _currentState [ ( int ) Key . Number6 ] ; } }

public bool Number7pressed { get { return ! _previousState [ ( int ) Key . Number7 ] && _currentState [ ( int ) Key . Number7 ] ; } }

public bool Number8pressed { get { return ! _previousState [ ( int ) Key . Number8 ] && _currentState [ ( int ) Key . Number8 ] ; } }

public bool Number9pressed { get { return ! _previousState [ ( int ) Key . Number9 ] && _currentState [ ( int ) Key . Number9 ] ; } }

public bool Keypad0pressed { get { return ! _previousState [ ( int ) Key . Keypad0 ] && _currentState [ ( int ) Key . Keypad0 ] ; } }

public bool Keypad1pressed { get { return ! _previousState [ ( int ) Key . Keypad1 ] && _currentState [ ( int ) Key . Keypad1 ] ; } }

public bool Keypad2pressed { get { return ! _previousState [ ( int ) Key . Keypad2 ] && _currentState [ ( int ) Key . Keypad2 ] ; } }

public bool Keypad3pressed { get { return ! _previousState [ ( int ) Key . Keypad3 ] && _currentState [ ( int ) Key . Keypad3 ] ; } }

public bool Keypad4pressed { get { return ! _previousState [ ( int ) Key . Keypad4 ] && _currentState [ ( int ) Key . Keypad4 ] ; } }

public bool Keypad5pressed { get { return ! _previousState [ ( int ) Key . Keypad5 ] && _currentState [ ( int ) Key . Keypad5 ] ; } }

public bool Keypad6pressed { get { return ! _previousState [ ( int ) Key . Keypad6 ] && _currentState [ ( int ) Key . Keypad6 ] ; } }

public bool Keypad7pressed { get { return ! _previousState [ ( int ) Key . Keypad7 ] && _currentState [ ( int ) Key . Keypad7 ] ; } }

public bool Keypad8pressed { get { return ! _previousState [ ( int ) Key . Keypad8 ] && _currentState [ ( int ) Key . Keypad8 ] ; } }

public bool Keypad9pressed { get { return ! _previousState [ ( int ) Key . Keypad9 ] && _currentState [ ( int ) Key . Keypad9 ] ; } }

public bool KeypadEnterpressed { get { return ! _previousState [ ( int ) Key . KeypadEnter ] && _currentState [ ( int ) Key . KeypadEnter ] ; } }

public bool KeypadMinuspressed { get { return ! _previousState [ ( int ) Key . KeypadMinus ] && _currentState [ ( int ) Key . KeypadMinus ] ; } }

public bool KeypadMultiplypressed { get { return ! _previousState [ ( int ) Key . KeypadMultiply ] && _currentState [ ( int ) Key . KeypadMultiply ] ; } }

public bool KeypadPluspressed { get { return ! _previousState [ ( int ) Key . KeypadPlus ] && _currentState [ ( int ) Key . KeypadPlus ] ; } }

public bool KeypadSubtractpressed { get { return ! _previousState [ ( int ) Key . KeypadSubtract ] && _currentState [ ( int ) Key . KeypadSubtract ] ; } }

public bool KeypadAddpressed { get { return ! _previousState [ ( int ) Key . KeypadAdd ] && _currentState [ ( int ) Key . KeypadAdd ] ; } }

public bool KeypadDecimalpressed { get { return ! _previousState [ ( int ) Key . KeypadDecimal ] && _currentState [ ( int ) Key . KeypadDecimal ] ; } }

public bool KeypadDividepressed { get { return ! _previousState [ ( int ) Key . KeypadDivide ] && _currentState [ ( int ) Key . KeypadDivide ] ; } }

public bool F1pressed { get { return ! _previousState [ ( int ) Key . F1 ] && _currentState [ ( int ) Key . F1 ] ; } }

public bool F2pressed { get { return ! _previousState [ ( int ) Key . F2 ] && _currentState [ ( int ) Key . F2 ] ; } }

public bool F3pressed { get { return ! _previousState [ ( int ) Key . F3 ] && _currentState [ ( int ) Key . F3 ] ; } }

public bool F4pressed { get { return ! _previousState [ ( int ) Key . F4 ] && _currentState [ ( int ) Key . F4 ] ; } }

public bool F5pressed { get { return ! _previousState [ ( int ) Key . F5 ] && _currentState [ ( int ) Key . F5 ] ; } }

public bool F6pressed { get { return ! _previousState [ ( int ) Key . F6 ] && _currentState [ ( int ) Key . F6 ] ; } }

public bool F7pressed { get { return ! _previousState [ ( int ) Key . F7 ] && _currentState [ ( int ) Key . F7 ] ; } }

public bool F8pressed { get { return ! _previousState [ ( int ) Key . F8 ] && _currentState [ ( int ) Key . F8 ] ; } }

public bool F9pressed { get { return ! _previousState [ ( int ) Key . F9 ] && _currentState [ ( int ) Key . F9 ] ; } }

public bool F10pressed { get { return ! _previousState [ ( int ) Key . F10 ] && _currentState [ ( int ) Key . F10 ] ; } }

public bool F11pressed { get { return ! _previousState [ ( int ) Key . F11 ] && _currentState [ ( int ) Key . F11 ] ; } }

public bool F12pressed { get { return ! _previousState [ ( int ) Key . F12 ] && _currentState [ ( int ) Key . F12 ] ; } }

public bool Downpressed { get { return ! _previousState [ ( int ) Key . Down ] && _currentState [ ( int ) Key . Down ] ; } }

public bool Uppressed { get { return ! _previousState [ ( int ) Key . Up ] && _currentState [ ( int ) Key . Up ] ; } }

public bool Leftpressed { get { return ! _previousState [ ( int ) Key . Left ] && _currentState [ ( int ) Key . Left ] ; } }

public bool Rightpressed { get { return ! _previousState [ ( int ) Key . Right ] && _currentState [ ( int ) Key . Right ] ; } }

public bool Escapepressed { get { return ! _previousState [ ( int ) Key . Escape ] && _currentState [ ( int ) Key . Escape ] ; } }

public bool ShiftLeftpressed { get { return ! _previousState [ ( int ) Key . ShiftLeft ] && _currentState [ ( int ) Key . ShiftLeft ] ; } }

public bool ShiftRightpressed { get { return ! _previousState [ ( int ) Key . ShiftRight ] && _currentState [ ( int ) Key . ShiftRight ] ; } }

public bool Spacepressed { get { return ! _previousState [ ( int ) Key . Space ] && _currentState [ ( int ) Key . Space ] ; } }

public bool Tabpressed { get { return ! _previousState [ ( int ) Key . Tab ] && _currentState [ ( int ) Key . Tab ] ; } }

public bool Tildepressed { get { return ! _previousState [ ( int ) Key . Tilde ] && _currentState [ ( int ) Key . Tilde ] ; } }

public bool Semicolonpressed { get { return ! _previousState [ ( int ) Key . Semicolon ] && _currentState [ ( int ) Key . Semicolon ] ; } }

public bool PageUppressed { get { return ! _previousState [ ( int ) Key . PageUp ] && _currentState [ ( int ) Key . PageUp ] ; } }

public bool Enterpressed { get { return ! _previousState [ ( int ) Key . Enter ] && _currentState [ ( int ) Key . Enter ] ; } }

public bool AltLeftpressed { get { return ! _previousState [ ( int ) Key . LAlt ] && _currentState [ ( int ) Key . LAlt ] ; } }

public bool AltRightpressed { get { return ! _previousState [ ( int ) Key . RAlt ] && _currentState [ ( int ) Key . RAlt ] ; } }

public bool ControlLeftpressed { get { return ! _previousState [ ( int ) Key . ControlLeft ] && _currentState [ ( int ) Key . ControlLeft ] ; } }

public bool ControlRightpressed { get { return ! _previousState [ ( int ) Key . ControlRight ] && _currentState [ ( int ) Key . ControlRight ] ; } }

public bool BracketLeftpressed { get { return ! _previousState [ ( int ) Key . BracketLeft ] && _currentState [ ( int ) Key . BracketLeft ] ; } }

public bool BracketRightpressed { get { return ! _previousState [ ( int ) Key . BracketRight ] && _currentState [ ( int ) Key . BracketRight ] ; } }

public bool BackSlashpressed { get { return ! _previousState [ ( int ) Key . BackSlash ] && _currentState [ ( int ) Key . BackSlash ] ; } }

public bool Commapressed { get { return ! _previousState [ ( int ) Key . Comma ] && _currentState [ ( int ) Key . Comma ] ; } }

public bool Deletepressed { get { return ! _previousState [ ( int ) Key . Delete ] && _currentState [ ( int ) Key . Delete ] ; } }

public bool CapsLockpressed { get { return ! _previousState [ ( int ) Key . CapsLock ] && _currentState [ ( int ) Key . CapsLock ] ; } }

public bool Insertpressed { get { return ! _previousState [ ( int ) Key . Insert ] && _currentState [ ( int ) Key . Insert ] ; } }

public bool Endpressed { get { return ! _previousState [ ( int ) Key . End ] && _currentState [ ( int ) Key . End ] ; } }

public bool Homepressed { get { return ! _previousState [ ( int ) Key . Home ] && _currentState [ ( int ) Key . Home ] ; } }

#endregion

#region Down Properties

public bool Adown { get { return _currentState [ ( int ) Key . A ] ; } }

public bool Bdown { get { return _currentState [ ( int ) Key . B ] ; } }

public bool Cdown { get { return _currentState [ ( int ) Key . C ] ; } }

public bool Ddown { get { return _currentState [ ( int ) Key . D ] ; } }

public bool Edown { get { return _currentState [ ( int ) Key . E ] ; } }

public bool Fdown { get { return _currentState [ ( int ) Key . F ] ; } }

public bool Gdown { get { return _currentState [ ( int ) Key . G ] ; } }

public bool Hdown { get { return _currentState [ ( int ) Key . H ] ; } }

public bool Idown { get { return _currentState [ ( int ) Key . I ] ; } }

public bool Jdown { get { return _currentState [ ( int ) Key . J ] ; } }

public bool Kdown { get { return _currentState [ ( int ) Key . K ] ; } }

public bool Ldown { get { return _currentState [ ( int ) Key . L ] ; } }

public bool Mdown { get { return _currentState [ ( int ) Key . M ] ; } }

public bool Ndown { get { return _currentState [ ( int ) Key . N ] ; } }

public bool Odown { get { return _currentState [ ( int ) Key . O ] ; } }

public bool Pdown { get { return _currentState [ ( int ) Key . P ] ; } }

public bool Qdown { get { return _currentState [ ( int ) Key . Q ] ; } }

public bool Rdown { get { return _currentState [ ( int ) Key . R ] ; } }

public bool Sdown { get { return _currentState [ ( int ) Key . S ] ; } }

public bool Tdown { get { return _currentState [ ( int ) Key . T ] ; } }

public bool Udown { get { return _currentState [ ( int ) Key . U ] ; } }

public bool Vdown { get { return _currentState [ ( int ) Key . V ] ; } }

public bool Wdown { get { return _currentState [ ( int ) Key . W ] ; } }

public bool Xdown { get { return _currentState [ ( int ) Key . X ] ; } }

public bool Ydown { get { return _currentState [ ( int ) Key . Y ] ; } }

public bool Zdown { get { return _currentState [ ( int ) Key . Z ] ; } }

public bool Number0down { get { return _currentState [ ( int ) Key . Number0 ] ; } }

public bool Number1down { get { return _currentState [ ( int ) Key . Number1 ] ; } }

public bool Number2down { get { return _currentState [ ( int ) Key . Number2 ] ; } }

public bool Number3down { get { return _currentState [ ( int ) Key . Number3 ] ; } }

public bool Number4down { get { return _currentState [ ( int ) Key . Number4 ] ; } }

public bool Number5down { get { return _currentState [ ( int ) Key . Number5 ] ; } }

public bool Number6down { get { return _currentState [ ( int ) Key . Number6 ] ; } }

public bool Number7down { get { return _currentState [ ( int ) Key . Number7 ] ; } }

public bool Number8down { get { return _currentState [ ( int ) Key . Number8 ] ; } }

public bool Number9down { get { return _currentState [ ( int ) Key . Number9 ] ; } }

public bool Keypad0down { get { return _currentState [ ( int ) Key . Keypad0 ] ; } }

public bool Keypad1down { get { return _currentState [ ( int ) Key . Keypad1 ] ; } }

public bool Keypad2down { get { return _currentState [ ( int ) Key . Keypad2 ] ; } }

public bool Keypad3down { get { return _currentState [ ( int ) Key . Keypad3 ] ; } }

public bool Keypad4down { get { return _currentState [ ( int ) Key . Keypad4 ] ; } }

public bool Keypad5down { get { return _currentState [ ( int ) Key . Keypad5 ] ; } }

public bool Keypad6down { get { return _currentState [ ( int ) Key . Keypad6 ] ; } }

public bool Keypad7down { get { return _currentState [ ( int ) Key . Keypad7 ] ; } }

public bool Keypad8down { get { return _currentState [ ( int ) Key . Keypad8 ] ; } }

public bool Keypad9down { get { return _currentState [ ( int ) Key . Keypad9 ] ; } }

public bool KeypadEnterdown { get { return _currentState [ ( int ) Key . KeypadEnter ] ; } }

public bool KeypadMinusdown { get { return _currentState [ ( int ) Key . KeypadMinus ] ; } }

public bool KeypadMultiplydown { get { return _currentState [ ( int ) Key . KeypadMultiply ] ; } }

public bool KeypadPlusdown { get { return _currentState [ ( int ) Key . KeypadPlus ] ; } }

public bool KeypadSubtractdown { get { return _currentState [ ( int ) Key . KeypadSubtract ] ; } }

public bool KeypadAdddown { get { return _currentState [ ( int ) Key . KeypadAdd ] ; } }

public bool KeypadDecimaldown { get { return _currentState [ ( int ) Key . KeypadDecimal ] ; } }

public bool KeypadDividedown { get { return _currentState [ ( int ) Key . KeypadDivide ] ; } }

public bool F1down { get { return _currentState [ ( int ) Key . F1 ] ; } }

public bool F2down { get { return _currentState [ ( int ) Key . F2 ] ; } }

public bool F3down { get { return _currentState [ ( int ) Key . F3 ] ; } }

public bool F4down { get { return _currentState [ ( int ) Key . F4 ] ; } }

public bool F5down { get { return _currentState [ ( int ) Key . F5 ] ; } }

public bool F6down { get { return _currentState [ ( int ) Key . F6 ] ; } }

public bool F7down { get { return _currentState [ ( int ) Key . F7 ] ; } }

public bool F8down { get { return _currentState [ ( int ) Key . F8 ] ; } }

public bool F9down { get { return _currentState [ ( int ) Key . F9 ] ; } }

public bool F10down { get { return _currentState [ ( int ) Key . F10 ] ; } }

public bool F11down { get { return _currentState [ ( int ) Key . F11 ] ; } }

public bool F12down { get { return _currentState [ ( int ) Key . F12 ] ; } }

public bool Downdown { get { return _currentState [ ( int ) Key . Down ] ; } }

public bool Updown { get { return _currentState [ ( int ) Key . Up ] ; } }

public bool Leftdown { get { return _currentState [ ( int ) Key . Left ] ; } }

public bool Rightdown { get { return _currentState [ ( int ) Key . Right ] ; } }

public bool Escapedown { get { return _currentState [ ( int ) Key . Escape ] ; } }

public bool ShiftLeftdown { get { return _currentState [ ( int ) Key . ShiftLeft ] ; } }

public bool ShiftRightdown { get { return _currentState [ ( int ) Key . ShiftRight ] ; } }

public bool Spacedown { get { return _currentState [ ( int ) Key . Space ] ; } }

public bool Tabdown { get { return _currentState [ ( int ) Key . Tab ] ; } }

public bool Tildedown { get { return _currentState [ ( int ) Key . Tilde ] ; } }

public bool Semicolondown { get { return _currentState [ ( int ) Key . Semicolon ] ; } }

public bool PageUpdown { get { return _currentState [ ( int ) Key . PageUp ] ; } }

public bool Enterdown { get { return _currentState [ ( int ) Key . Enter ] ; } }

public bool AltLeftdown { get { return _currentState [ ( int ) Key . LAlt ] ; } }

public bool AltRightdown { get { return _currentState [ ( int ) Key . RAlt ] ; } }

public bool ControlLeftdown { get { return _currentState [ ( int ) Key . ControlLeft ] ; } }

public bool ControlRightdown { get { return _currentState [ ( int ) Key . ControlRight ] ; } }

public bool BracketLeftdown { get { return _currentState [ ( int ) Key . BracketLeft ] ; } }

public bool BracketRightdown { get { return _currentState [ ( int ) Key . BracketRight ] ; } }

public bool BackSlashdown { get { return _currentState [ ( int ) Key . BackSlash ] ; } }

public bool Commadown { get { return _currentState [ ( int ) Key . Comma ] ; } }

public bool Deletedown { get { return _currentState [ ( int ) Key . Delete ] ; } }

public bool CapsLockdown { get { return _currentState [ ( int ) Key . CapsLock ] ; } }

public bool Insertdown { get { return _currentState [ ( int ) Key . Insert ] ; } }

public bool Enddown { get { return _currentState [ ( int ) Key . End ] ; } }

public bool Homedown { get { return _currentState [ ( int ) Key . Home ] ; } }

#endregion

#region Up Properties

public bool Aup { get { return ! _currentState [ ( int ) Key . A ] ; } }

public bool Bup { get { return ! _currentState [ ( int ) Key . B ] ; } }

public bool Cup { get { return ! _currentState [ ( int ) Key . C ] ; } }

public bool Dup { get { return ! _currentState [ ( int ) Key . D ] ; } }

public bool Eup { get { return ! _currentState [ ( int ) Key . E ] ; } }

public bool Fup { get { return ! _currentState [ ( int ) Key . F ] ; } }

public bool Gup { get { return ! _currentState [ ( int ) Key . G ] ; } }

public bool Hup { get { return ! _currentState [ ( int ) Key . H ] ; } }

public bool Iup { get { return ! _currentState [ ( int ) Key . I ] ; } }

public bool Jup { get { return ! _currentState [ ( int ) Key . J ] ; } }

public bool Kup { get { return ! _currentState [ ( int ) Key . K ] ; } }

public bool Lup { get { return ! _currentState [ ( int ) Key . L ] ; } }

public bool Mup { get { return ! _currentState [ ( int ) Key . M ] ; } }

public bool Nup { get { return ! _currentState [ ( int ) Key . N ] ; } }

public bool Oup { get { return ! _currentState [ ( int ) Key . O ] ; } }

public bool Pup { get { return ! _currentState [ ( int ) Key . P ] ; } }

public bool Qup { get { return ! _currentState [ ( int ) Key . Q ] ; } }

public bool Rup { get { return ! _currentState [ ( int ) Key . R ] ; } }

public bool Sup { get { return ! _currentState [ ( int ) Key . S ] ; } }

public bool Tup { get { return ! _currentState [ ( int ) Key . T ] ; } }

public bool Uup { get { return ! _currentState [ ( int ) Key . U ] ; } }

public bool Vup { get { return ! _currentState [ ( int ) Key . V ] ; } }

public bool Wup { get { return ! _currentState [ ( int ) Key . W ] ; } }

public bool Xup { get { return ! _currentState [ ( int ) Key . X ] ; } }

public bool Yup { get { return ! _currentState [ ( int ) Key . Y ] ; } }

public bool Zup { get { return ! _currentState [ ( int ) Key . Z ] ; } }

public bool Number0up { get { return ! _currentState [ ( int ) Key . Number0 ] ; } }

public bool Number1up { get { return ! _currentState [ ( int ) Key . Number1 ] ; } }

public bool Number2up { get { return ! _currentState [ ( int ) Key . Number2 ] ; } }

public bool Number3up { get { return ! _currentState [ ( int ) Key . Number3 ] ; } }

public bool Number4up { get { return ! _currentState [ ( int ) Key . Number4 ] ; } }

public bool Number5up { get { return ! _currentState [ ( int ) Key . Number5 ] ; } }

public bool Number6up { get { return ! _currentState [ ( int ) Key . Number6 ] ; } }

public bool Number7up { get { return ! _currentState [ ( int ) Key . Number7 ] ; } }

public bool Number8up { get { return ! _currentState [ ( int ) Key . Number8 ] ; } }

public bool Number9up { get { return ! _currentState [ ( int ) Key . Number9 ] ; } }

public bool Keypad0up { get { return ! _currentState [ ( int ) Key . Keypad0 ] ; } }

public bool Keypad1up { get { return ! _currentState [ ( int ) Key . Keypad1 ] ; } }

public bool Keypad2up { get { return ! _currentState [ ( int ) Key . Keypad2 ] ; } }

public bool Keypad3up { get { return ! _currentState [ ( int ) Key . Keypad3 ] ; } }

public bool Keypad4up { get { return ! _currentState [ ( int ) Key . Keypad4 ] ; } }

public bool Keypad5up { get { return ! _currentState [ ( int ) Key . Keypad5 ] ; } }

public bool Keypad6up { get { return ! _currentState [ ( int ) Key . Keypad6 ] ; } }

public bool Keypad7up { get { return ! _currentState [ ( int ) Key . Keypad7 ] ; } }

public bool Keypad8up { get { return ! _currentState [ ( int ) Key . Keypad8 ] ; } }

public bool Keypad9up { get { return ! _currentState [ ( int ) Key . Keypad9 ] ; } }

public bool KeypadEnterup { get { return ! _currentState [ ( int ) Key . KeypadEnter ] ; } }

public bool KeypadMinusup { get { return ! _currentState [ ( int ) Key . KeypadMinus ] ; } }

public bool KeypadMultiplyup { get { return ! _currentState [ ( int ) Key . KeypadMultiply ] ; } }

public bool KeypadPlusup { get { return ! _currentState [ ( int ) Key . KeypadPlus ] ; } }

public bool KeypadSubtractup { get { return ! _currentState [ ( int ) Key . KeypadSubtract ] ; } }

public bool KeypadAddup { get { return ! _currentState [ ( int ) Key . KeypadAdd ] ; } }

public bool KeypadDecimalup { get { return ! _currentState [ ( int ) Key . KeypadDecimal ] ; } }

public bool KeypadDivideup { get { return ! _currentState [ ( int ) Key . KeypadDivide ] ; } }

public bool F1up { get { return ! _currentState [ ( int ) Key . F1 ] ; } }

public bool F2up { get { return ! _currentState [ ( int ) Key . F2 ] ; } }

public bool F3up { get { return ! _currentState [ ( int ) Key . F3 ] ; } }

public bool F4up { get { return ! _currentState [ ( int ) Key . F4 ] ; } }

public bool F5up { get { return ! _currentState [ ( int ) Key . F5 ] ; } }

public bool F6up { get { return ! _currentState [ ( int ) Key . F6 ] ; } }

public bool F7up { get { return ! _currentState [ ( int ) Key . F7 ] ; } }

public bool F8up { get { return ! _currentState [ ( int ) Key . F8 ] ; } }

public bool F9up { get { return ! _currentState [ ( int ) Key . F9 ] ; } }

public bool F10up { get { return ! _currentState [ ( int ) Key . F10 ] ; } }

public bool F11up { get { return ! _currentState [ ( int ) Key . F11 ] ; } }

public bool F12up { get { return ! _currentState [ ( int ) Key . F12 ] ; } }

public bool Downup { get { return ! _currentState [ ( int ) Key . Down ] ; } }

public bool Upup { get { return ! _currentState [ ( int ) Key . Up ] ; } }

public bool Leftup { get { return ! _currentState [ ( int ) Key . Left ] ; } }

public bool Rightup { get { return ! _currentState [ ( int ) Key . Right ] ; } }

public bool Escapeup { get { return ! _currentState [ ( int ) Key . Escape ] ; } }

public bool ShiftLeftup { get { return ! _currentState [ ( int ) Key . ShiftLeft ] ; } }

public bool ShiftRightup { get { return ! _currentState [ ( int ) Key . ShiftRight ] ; } }

public bool Spaceup { get { return ! _currentState [ ( int ) Key . Space ] ; } }

public bool Tabup { get { return ! _currentState [ ( int ) Key . Tab ] ; } }

public bool Tildeup { get { return ! _currentState [ ( int ) Key . Tilde ] ; } }

public bool Semicolonup { get { return ! _currentState [ ( int ) Key . Semicolon ] ; } }

public bool PageUpup { get { return ! _currentState [ ( int ) Key . PageUp ] ; } }

public bool Enterup { get { return ! _currentState [ ( int ) Key . Enter ] ; } }

public bool AltLeftup { get { return ! _currentState [ ( int ) Key . LAlt ] ; } }

public bool AltRightup { get { return ! _currentState [ ( int ) Key . RAlt ] ; } }

public bool ControlLeftup { get { return ! _currentState [ ( int ) Key . ControlLeft ] ; } }

public bool ControlRightup { get { return ! _currentState [ ( int ) Key . ControlRight ] ; } }

public bool BracketLeftup { get { return ! _currentState [ ( int ) Key . BracketLeft ] ; } }

public bool BracketRightup { get { return ! _currentState [ ( int ) Key . BracketRight ] ; } }

public bool BackSlashup { get { return ! _currentState [ ( int ) Key . BackSlash ] ; } }

public bool Commaup { get { return ! _currentState [ ( int ) Key . Comma ] ; } }

public bool Deleteup { get { return ! _currentState [ ( int ) Key . Delete ] ; } }

public bool CapsLockup { get { return ! _currentState [ ( int ) Key . CapsLock ] ; } }

public bool Insertup { get { return ! _currentState [ ( int ) Key . Insert ] ; } }

public bool Endup { get { return ! _currentState [ ( int ) Key . End ] ; } }

public bool Homeup { get { return ! _currentState [ ( int ) Key . Home ] ; } }

#endregion

# region Released Properties

public bool Areleased { get { return _previousState [ ( int ) Key . A ] && ! _currentState [ ( int ) Key . A ] ; } }

public bool Breleased { get { return _previousState [ ( int ) Key . B ] && ! _currentState [ ( int ) Key . B ] ; } }

public bool Creleased { get { return _previousState [ ( int ) Key . C ] && ! _currentState [ ( int ) Key . C ] ; } }

public bool Dreleased { get { return _previousState [ ( int ) Key . D ] && ! _currentState [ ( int ) Key . D ] ; } }

public bool Ereleased { get { return _previousState [ ( int ) Key . E ] && ! _currentState [ ( int ) Key . E ] ; } }

public bool Freleased { get { return _previousState [ ( int ) Key . F ] && ! _currentState [ ( int ) Key . F ] ; } }

public bool Greleased { get { return _previousState [ ( int ) Key . G ] && ! _currentState [ ( int ) Key . G ] ; } }

public bool Hreleased { get { return _previousState [ ( int ) Key . H ] && ! _currentState [ ( int ) Key . H ] ; } }

public bool Ireleased { get { return _previousState [ ( int ) Key . I ] && ! _currentState [ ( int ) Key . I ] ; } }

public bool Jreleased { get { return _previousState [ ( int ) Key . J ] && ! _currentState [ ( int ) Key . J ] ; } }

public bool Kreleased { get { return _previousState [ ( int ) Key . K ] && ! _currentState [ ( int ) Key . K ] ; } }

public bool Lreleased { get { return _previousState [ ( int ) Key . L ] && ! _currentState [ ( int ) Key . L ] ; } }

public bool Mreleased { get { return _previousState [ ( int ) Key . M ] && ! _currentState [ ( int ) Key . M ] ; } }

public bool Nreleased { get { return _previousState [ ( int ) Key . N ] && ! _currentState [ ( int ) Key . N ] ; } }

public bool Oreleased { get { return _previousState [ ( int ) Key . O ] && ! _currentState [ ( int ) Key . O ] ; } }

public bool Preleased { get { return _previousState [ ( int ) Key . P ] && ! _currentState [ ( int ) Key . P ] ; } }

public bool Qreleased { get { return _previousState [ ( int ) Key . Q ] && ! _currentState [ ( int ) Key . Q ] ; } }

public bool Rreleased { get { return _previousState [ ( int ) Key . R ] && ! _currentState [ ( int ) Key . R ] ; } }

public bool Sreleased { get { return _previousState [ ( int ) Key . S ] && ! _currentState [ ( int ) Key . S ] ; } }

public bool Treleased { get { return _previousState [ ( int ) Key . T ] && ! _currentState [ ( int ) Key . T ] ; } }

public bool Ureleased { get { return _previousState [ ( int ) Key . U ] && ! _currentState [ ( int ) Key . U ] ; } }

public bool Vreleased { get { return _previousState [ ( int ) Key . V ] && ! _currentState [ ( int ) Key . V ] ; } }

public bool Wreleased { get { return _previousState [ ( int ) Key . W ] && ! _currentState [ ( int ) Key . W ] ; } }

public bool Xreleased { get { return _previousState [ ( int ) Key . X ] && ! _currentState [ ( int ) Key . X ] ; } }

public bool Yreleased { get { return _previousState [ ( int ) Key . Y ] && ! _currentState [ ( int ) Key . Y ] ; } }

public bool Zreleased { get { return _previousState [ ( int ) Key . Z ] && ! _currentState [ ( int ) Key . Z ] ; } }

public bool Number0released { get { return _previousState [ ( int ) Key . Number0 ] && ! _currentState [ ( int ) Key . Number0 ] ; } }

public bool Number1released { get { return _previousState [ ( int ) Key . Number1 ] && ! _currentState [ ( int ) Key . Number1 ] ; } }

public bool Number2released { get { return _previousState [ ( int ) Key . Number2 ] && ! _currentState [ ( int ) Key . Number2 ] ; } }

public bool Number3released { get { return _previousState [ ( int ) Key . Number3 ] && ! _currentState [ ( int ) Key . Number3 ] ; } }

public bool Number4released { get { return _previousState [ ( int ) Key . Number4 ] && ! _currentState [ ( int ) Key . Number4 ] ; } }

public bool Number5released { get { return _previousState [ ( int ) Key . Number5 ] && ! _currentState [ ( int ) Key . Number5 ] ; } }

public bool Number6released { get { return _previousState [ ( int ) Key . Number6 ] && ! _currentState [ ( int ) Key . Number6 ] ; } }

public bool Number7released { get { return _previousState [ ( int ) Key . Number7 ] && ! _currentState [ ( int ) Key . Number7 ] ; } }

public bool Number8released { get { return _previousState [ ( int ) Key . Number8 ] && ! _currentState [ ( int ) Key . Number8 ] ; } }

public bool Number9released { get { return _previousState [ ( int ) Key . Number9 ] && ! _currentState [ ( int ) Key . Number9 ] ; } }

public bool Keypad0released { get { return _previousState [ ( int ) Key . Keypad0 ] && ! _currentState [ ( int ) Key . Keypad0 ] ; } }

public bool Keypad1released { get { return _previousState [ ( int ) Key . Keypad1 ] && ! _currentState [ ( int ) Key . Keypad1 ] ; } }

public bool Keypad2released { get { return _previousState [ ( int ) Key . Keypad2 ] && ! _currentState [ ( int ) Key . Keypad2 ] ; } }

public bool Keypad3released { get { return _previousState [ ( int ) Key . Keypad3 ] && ! _currentState [ ( int ) Key . Keypad3 ] ; } }

public bool Keypad4released { get { return _previousState [ ( int ) Key . Keypad4 ] && ! _currentState [ ( int ) Key . Keypad4 ] ; } }

public bool Keypad5released { get { return _previousState [ ( int ) Key . Keypad5 ] && ! _currentState [ ( int ) Key . Keypad5 ] ; } }

public bool Keypad6released { get { return _previousState [ ( int ) Key . Keypad6 ] && ! _currentState [ ( int ) Key . Keypad6 ] ; } }

public bool Keypad7released { get { return _previousState [ ( int ) Key . Keypad7 ] && ! _currentState [ ( int ) Key . Keypad7 ] ; } }

public bool Keypad8released { get { return _previousState [ ( int ) Key . Keypad8 ] && ! _currentState [ ( int ) Key . Keypad8 ] ; } }

public bool Keypad9released { get { return _previousState [ ( int ) Key . Keypad9 ] && ! _currentState [ ( int ) Key . Keypad9 ] ; } }

public bool KeypadEnterreleased { get { return _previousState [ ( int ) Key . KeypadEnter ] && ! _currentState [ ( int ) Key . KeypadEnter ] ; } }

public bool KeypadMinusreleased { get { return _previousState [ ( int ) Key . KeypadMinus ] && ! _currentState [ ( int ) Key . KeypadMinus ] ; } }

public bool KeypadMultiplyreleased { get { return _previousState [ ( int ) Key . KeypadMultiply ] && ! _currentState [ ( int ) Key . KeypadMultiply ] ; } }

public bool KeypadPlusreleased { get { return _previousState [ ( int ) Key . KeypadPlus ] && ! _currentState [ ( int ) Key . KeypadPlus ] ; } }

public bool KeypadSubtractreleased { get { return _previousState [ ( int ) Key . KeypadSubtract ] && ! _currentState [ ( int ) Key . KeypadSubtract ] ; } }

public bool KeypadAddreleased { get { return _previousState [ ( int ) Key . KeypadAdd ] && ! _currentState [ ( int ) Key . KeypadAdd ] ; } }

public bool KeypadDecimalreleased { get { return _previousState [ ( int ) Key . KeypadDecimal ] && ! _currentState [ ( int ) Key . KeypadDecimal ] ; } }

public bool KeypadDividereleased { get { return _previousState [ ( int ) Key . KeypadDivide ] && ! _currentState [ ( int ) Key . KeypadDivide ] ; } }

public bool F1released { get { return _previousState [ ( int ) Key . F1 ] && ! _currentState [ ( int ) Key . F1 ] ; } }

public bool F2released { get { return _previousState [ ( int ) Key . F2 ] && ! _currentState [ ( int ) Key . F2 ] ; } }

public bool F3released { get { return _previousState [ ( int ) Key . F3 ] && ! _currentState [ ( int ) Key . F3 ] ; } }

public bool F4released { get { return _previousState [ ( int ) Key . F4 ] && ! _currentState [ ( int ) Key . F4 ] ; } }

public bool F5released { get { return _previousState [ ( int ) Key . F5 ] && ! _currentState [ ( int ) Key . F5 ] ; } }

public bool F6released { get { return _previousState [ ( int ) Key . F6 ] && ! _currentState [ ( int ) Key . F6 ] ; } }

public bool F7released { get { return _previousState [ ( int ) Key . F7 ] && ! _currentState [ ( int ) Key . F7 ] ; } }

public bool F8released { get { return _previousState [ ( int ) Key . F8 ] && ! _currentState [ ( int ) Key . F8 ] ; } }

public bool F9released { get { return _previousState [ ( int ) Key . F9 ] && ! _currentState [ ( int ) Key . F9 ] ; } }

public bool F10released { get { return _previousState [ ( int ) Key . F10 ] && ! _currentState [ ( int ) Key . F10 ] ; } }

public bool F11released { get { return _previousState [ ( int ) Key . F11 ] && ! _currentState [ ( int ) Key . F11 ] ; } }

public bool F12released { get { return _previousState [ ( int ) Key . F12 ] && ! _currentState [ ( int ) Key . F12 ] ; } }

public bool Downreleased { get { return _previousState [ ( int ) Key . Down ] && ! _currentState [ ( int ) Key . Down ] ; } }

public bool Upreleased { get { return _previousState [ ( int ) Key . Up ] && ! _currentState [ ( int ) Key . Up ] ; } }

public bool Leftreleased { get { return _previousState [ ( int ) Key . Left ] && ! _currentState [ ( int ) Key . Left ] ; } }

public bool Rightreleased { get { return _previousState [ ( int ) Key . Right ] && ! _currentState [ ( int ) Key . Right ] ; } }

public bool Escapereleased { get { return _previousState [ ( int ) Key . Escape ] && ! _currentState [ ( int ) Key . Escape ] ; } }

public bool ShiftLeftreleased { get { return _previousState [ ( int ) Key . ShiftLeft ] && ! _currentState [ ( int ) Key . ShiftLeft ] ; } }

public bool ShiftRightreleased { get { return _previousState [ ( int ) Key . ShiftRight ] && ! _currentState [ ( int ) Key . ShiftRight ] ; } }

public bool Spacereleased { get { return _previousState [ ( int ) Key . Space ] && ! _currentState [ ( int ) Key . Space ] ; } }

public bool Tabreleased { get { return _previousState [ ( int ) Key . Tab ] && ! _currentState [ ( int ) Key . Tab ] ; } }

public bool Tildereleased { get { return _previousState [ ( int ) Key . Tilde ] && ! _currentState [ ( int ) Key . Tilde ] ; } }

public bool Semicolonreleased { get { return _previousState [ ( int ) Key . Semicolon ] && ! _currentState [ ( int ) Key . Semicolon ] ; } }

public bool PageUpreleased { get { return _previousState [ ( int ) Key . PageUp ] && ! _currentState [ ( int ) Key . PageUp ] ; } }

public bool Enterreleased { get { return _previousState [ ( int ) Key . Enter ] && ! _currentState [ ( int ) Key . Enter ] ; } }

public bool AltLeftreleased { get { return _previousState [ ( int ) Key . LAlt ] && ! _currentState [ ( int ) Key . LAlt ] ; } }

public bool AltRightreleased { get { return _previousState [ ( int ) Key . RAlt ] && ! _currentState [ ( int ) Key . RAlt ] ; } }

public bool ControlLeftreleased { get { return _previousState [ ( int ) Key . ControlLeft ] && ! _currentState [ ( int ) Key . ControlLeft ] ; } }

public bool ControlRightreleased { get { return _previousState [ ( int ) Key . ControlRight ] && ! _currentState [ ( int ) Key . ControlRight ] ; } }

public bool BracketLeftreleased { get { return _previousState [ ( int ) Key . BracketLeft ] && ! _currentState [ ( int ) Key . BracketLeft ] ; } }

public bool BracketRightreleased { get { return _previousState [ ( int ) Key . BracketRight ] && ! _currentState [ ( int ) Key . BracketRight ] ; } }

public bool BackSlashreleased { get { return _previousState [ ( int ) Key . BackSlash ] && ! _currentState [ ( int ) Key . BackSlash ] ; } }

public bool Commareleased { get { return _previousState [ ( int ) Key . Comma ] && ! _currentState [ ( int ) Key . Comma ] ; } }

public bool Deletereleased { get { return _previousState [ ( int ) Key . Delete ] && ! _currentState [ ( int ) Key . Delete ] ; } }

public bool CapsLockreleased { get { return _previousState [ ( int ) Key . CapsLock ] && ! _currentState [ ( int ) Key . CapsLock ] ; } }

public bool Insertreleased { get { return _previousState [ ( int ) Key . Insert ] && ! _currentState [ ( int ) Key . Insert ] ; } }

public bool Endreleased { get { return _previousState [ ( int ) Key . End ] && ! _currentState [ ( int ) Key . End ] ; } }

public bool Homereleased { get { return _previousState [ ( int ) Key . Home ] && ! _currentState [ ( int ) Key . Home ] ; } }