Beispiel #1
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            PlayerIndex index;
            if (input.IsNewKeyPress(Microsoft.Xna.Framework.Input.Keys.Enter, null, out index))
                StartGameSelected(null, new PlayerIndexEventArgs(index));
        }
Beispiel #2
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input.IsMenuMouseHover(new Rectangle((int)yesPosition.X, (int)yesPosition.Y, 200, 100)))
                yesActive = true;
            else
                yesActive = false;

            if (input.IsMenuMouseHover(new Rectangle((int)noPosition.X, (int)noPosition.Y, 200, 100)))
                noActive = true;
            else
                noActive = false;

            if(input.IsMenuMouseClicked(new Rectangle((int)noPosition.X,(int)noPosition.Y, 200,100)))
            {
                if( Cancelled != null )
                    Cancelled(this, new PlayerIndexEventArgs(PlayerIndex.One));

                ExitScreen();
            }

            if (input.IsMenuMouseClicked(new Rectangle((int)yesPosition.X, (int)yesPosition.Y, 200, 100)))
            {
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(PlayerIndex.One));

                ExitScreen();
            }

            PlayerIndex playerIndex;

            // We pass in our ControllingPlayer, which may either be null (to
            // accept input from any player) or a specific index. If we pass a null
            // controlling player, the InputState helper returns to us which player
            // actually provided the input. We pass that through to our Accepted and
            // Cancelled events, so they can tell which player triggered them.
            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
        }
Beispiel #3
0
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(InputState input)
 {
 }
Beispiel #4
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            MouseState mouseState = input.CurrentMouseState;

            if (firstTimeHandleInput)
            {
                wasMousePressedWhenVictory = mouseState.LeftButton == ButtonState.Pressed;
                firstTimeHandleInput = false;
            }
            else
            {
                if (mouseState.LeftButton == ButtonState.Released)
                    wasMousePressedWhenVictory = false;

                PlayerIndex index;

                if (input.IsNewKeyPress(Keys.Tab, null, out index))
                {
                    AddGraphScreen();
                }

                if (input.IsNewKeyPress(Keys.Escape, null, out index) ||
                    input.IsNewKeyPress(Keys.Enter, null, out index))
                {
                    InputState.waitForRelease();
                    userCancelled = true;
                }
            }
        }
Beispiel #5
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Accept or cancel the menu? We pass in our ControllingPlayer, which may
            // either be null (to accept input from any player) or a specific index.
            // If we pass a null controlling player, the InputState helper returns to
            // us which player actually provided the input. We pass that through to
            // OnSelectEntry and OnCancel, so they can tell which player triggered them.
            PlayerIndex playerIndex;

            foreach (MenuEntry m in menuEntries)
            {
                if (input.IsMenuMouseHover(m.GetRange(this)))
                {
                    selectedEntry = menuEntries.IndexOf(m);

                    if( input.IsMenuMouseClicked(m.GetRange(this)) )
                    {
                        OnSelectEntry(selectedEntry, PlayerIndex.One);
                    }
                }
            }

            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }