IsMenuSelect() public method

Checks for a "menu select" input action.
public IsMenuSelect ( ) : bool
return bool
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel() || input.IsNewKeyPress(Keys.F1) || input.IsNewButtonPress(Buttons.Start))
     {
         ExitScreen();
     }
 }
Beispiel #2
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 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel())
     {
         _duration = TimeSpan.Zero;
     }
 }
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel() || input.IsNewMouseButtonPress(MouseButtons.LeftButton))
     {
         ExitScreen();
     }
 }
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel() || input.IsNewKeyPress(Keys.F1) || input.IsNewButtonPress(Buttons.Start))
     {
         ExitScreen();
     }
 }
Beispiel #5
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 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel())
     {
         _duration = TimeSpan.Zero;
     }
 }
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput(InputHelper input, GameTime gameTime)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel() ||
         input.IsNewMouseButtonPress(MouseButtons.LeftButton))
     {
         ExitScreen();
     }
 }
Beispiel #7
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse on a menu item
            _hoverEntry = GetOptionEntryAt(input.Cursor);

            // Accept or cancel the menu?
            if (input.IsMenuSelect())
            {
                if (_hoverEntry != -1)
                {
                    _optionEntries[_hoverEntry].Switch();

                    switch (_hoverEntry)
                    {
                        case 0:
                            PhysicsDemoScreen.RenderDebug = _optionEntries[_hoverEntry].IsChecked;
                            break;
                        case 1:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.DebugPanel : PhysicsDemoScreen.Flags & ~DebugViewFlags.DebugPanel;
                            break;
                        case 2:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PerformanceGraph : PhysicsDemoScreen.Flags & ~DebugViewFlags.PerformanceGraph;
                            break;
                        case 3:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Shape : PhysicsDemoScreen.Flags & ~DebugViewFlags.Shape;
                            break;
                        case 4:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PolygonPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.PolygonPoints;
                            break;
                        case 5:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Joint : PhysicsDemoScreen.Flags & ~DebugViewFlags.Joint;
                            break;
                        case 6:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.AABB : PhysicsDemoScreen.Flags & ~DebugViewFlags.AABB;
                            break;
                        case 7:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.CenterOfMass : PhysicsDemoScreen.Flags & ~DebugViewFlags.CenterOfMass;
                            break;
                        case 8:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactPoints;
                            break;
                        case 9:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactNormals : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactNormals;
                            break;
                        case 10:
                            PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Controllers : PhysicsDemoScreen.Flags & ~DebugViewFlags.Controllers;
                            break;
                        case 11:
                            ContentWrapper.SoundVolume = _optionEntries[_hoverEntry].IsChecked ? 100 : 0;
                            break;
                    }
                    ContentWrapper.PlaySoundEffect("Click");
                }
            }

            if (input.IsScreenExit())
                ExitScreen();
        }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse or touch on a menu item
            int hoverIndex = GetMenuEntryAt(input.Cursor);

            if (hoverIndex > -1 && _menuEntries[hoverIndex].IsSelectable() && !_scrollLock)
            {
                _selectedEntry = hoverIndex;
            }
            else
            {
                _selectedEntry = -1;
            }

            _scrollSlider.Hover = false;
            if (input.IsCursorValid)
            {
                _scrollUp.Collide(input.Cursor);
                _scrollDown.Collide(input.Cursor);
                _scrollSlider.Collide(input.Cursor);
            }
            else
            {
                _scrollUp.Hover   = false;
                _scrollDown.Hover = false;
                _scrollLock       = false;
            }

            // Accept or cancel the menu?
            if (input.IsMenuSelect() && _selectedEntry != -1)
            {
                if (_menuEntries[_selectedEntry].IsExitItem())
                {
                    ScreenManager.Game.Exit();
                }
                else if (_menuEntries[_selectedEntry].Screen != null)
                {
                    ScreenManager.AddScreen(_menuEntries[_selectedEntry].Screen);

                    if (_menuEntries[_selectedEntry].Screen is IDemoScreen)
                    {
                        ScreenManager.AddScreen(new MessageBoxScreen((_menuEntries[_selectedEntry].Screen as IDemoScreen).GetDetails()));
                    }
                }
            }
            else if (input.IsMenuCancel())
            {
                ScreenManager.Game.Exit();
            }

            if (input.IsMenuPressed())
            {
                if (_scrollUp.Hover)
                {
                    _menuOffset = Math.Max(_menuOffset - 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0f);
                    _scrollLock = false;
                }
                if (_scrollDown.Hover)
                {
                    _menuOffset = Math.Min(_menuOffset + 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, _maxOffset);
                    _scrollLock = false;
                }
                if (_scrollSlider.Hover)
                {
                    _scrollLock = true;
                }
            }

            if (input.IsMenuReleased())
            {
                _scrollLock = false;
            }

            if (_scrollLock)
            {
                _scrollSlider.Hover = true;
                _menuOffset         = Math.Max(Math.Min(((input.Cursor.Y - _menuBorderTop) / (_menuBorderBottom - _menuBorderTop)) * _maxOffset, _maxOffset), 0f);
            }
        }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse on a menu item
            _hoverEntry = GetOptionEntryAt(input.Cursor);

            // Accept or cancel the menu?
            if (input.IsMenuSelect())
            {
                if (_hoverEntry != -1)
                {
                    _optionEntries[_hoverEntry].Switch();

                    switch (_hoverEntry)
                    {
                    case 0:
                        PhysicsDemoScreen.RenderDebug = _optionEntries[_hoverEntry].IsChecked;
                        break;

                    case 1:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.DebugPanel : PhysicsDemoScreen.Flags & ~DebugViewFlags.DebugPanel;
                        break;

                    case 2:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PerformanceGraph : PhysicsDemoScreen.Flags & ~DebugViewFlags.PerformanceGraph;
                        break;

                    case 3:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Shape : PhysicsDemoScreen.Flags & ~DebugViewFlags.Shape;
                        break;

                    case 4:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PolygonPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.PolygonPoints;
                        break;

                    case 5:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Joint : PhysicsDemoScreen.Flags & ~DebugViewFlags.Joint;
                        break;

                    case 6:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.AABB : PhysicsDemoScreen.Flags & ~DebugViewFlags.AABB;
                        break;

                    case 7:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.CenterOfMass : PhysicsDemoScreen.Flags & ~DebugViewFlags.CenterOfMass;
                        break;

                    case 8:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactPoints;
                        break;

                    case 9:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactNormals : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactNormals;
                        break;

                    case 10:
                        PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Controllers : PhysicsDemoScreen.Flags & ~DebugViewFlags.Controllers;
                        break;

                    case 11:
                        ContentWrapper.SoundVolume = _optionEntries[_hoverEntry].IsChecked ? 100 : 0;
                        break;
                    }
                    ContentWrapper.PlaySoundEffect("Click");
                }
            }

            if (input.IsScreenExit())
            {
                ExitScreen();
            }
        }
Beispiel #10
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse or touch on a menu item
            int hoverIndex = GetMenuEntryAt(input.Cursor);
            if (hoverIndex > -1 && _menuEntries[hoverIndex].IsSelectable() && !_scrollLock)
            {
                _selectedEntry = hoverIndex;
            }
            else
            {
                _selectedEntry = -1;
            }

            _scrollSlider.Hover = false;
            if (input.IsCursorValid)
            {
                _scrollUp.Collide(input.Cursor);
                _scrollDown.Collide(input.Cursor);
                _scrollSlider.Collide(input.Cursor);
            }
            else
            {
                _scrollUp.Hover = false;
                _scrollDown.Hover = false;
                _scrollLock = false;
            }

            // Accept or cancel the menu?
            if (input.IsMenuSelect() && _selectedEntry != -1)
            {
                if (_menuEntries[_selectedEntry].IsExitItem())
                {
                    ScreenManager.Game.Exit();
                }
                else if (_menuEntries[_selectedEntry].Screen != null)
                {
                    ScreenManager.AddScreen(_menuEntries[_selectedEntry].Screen);
                    if (_menuEntries[_selectedEntry].Screen is IDemoScreen)
                    {
                        ScreenManager.AddScreen(
                            new MessageBoxScreen((_menuEntries[_selectedEntry].Screen as IDemoScreen).GetDetails()));
                    }
                }
            }
            else if (input.IsMenuCancel())
            {
                ScreenManager.Game.Exit();
            }

            if (input.IsMenuPressed())
            {
                if (_scrollUp.Hover)
                {
                    _menuOffset = Math.Max(_menuOffset - 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0f);
                    _scrollLock = false;
                }
                if (_scrollDown.Hover)
                {
                    _menuOffset = Math.Min(_menuOffset + 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, _maxOffset);
                    _scrollLock = false;
                }
                if (_scrollSlider.Hover)
                {
                    _scrollLock = true;
                }
            }
            if (input.IsMenuReleased())
            {
                _scrollLock = false;
            }
            if (_scrollLock)
            {
                _scrollSlider.Hover = true;
                _menuOffset = Math.Max(Math.Min(((input.Cursor.Y - _menuBorderTop) / (_menuBorderBottom - _menuBorderTop)) * _maxOffset, _maxOffset), 0f);
            }
        }
Beispiel #11
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse on a menu item
            _hoverEntry = GetMenuEntryAt(input.Cursor);

            // Accept or cancel the menu? 
            if (input.IsMenuSelect())
            {
                if (GetPreviewCollision(input.Cursor))
                {
                    if (_menuEntries[_selectedEntry].Screen != null)
                    {
                        Framework.AddScreen(_menuEntries[_selectedEntry].Screen);
                        Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails()));
                        ContentWrapper.PlaySoundEffect("Click");
                    }
                }
                if (_hoverEntry != -1)
                {
                    if (_selectedEntry == _hoverEntry)
                    {
                        if (_menuEntries[_selectedEntry].Screen != null)
                        {
                            Framework.AddScreen(_menuEntries[_selectedEntry].Screen);
                            Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails()));
                            ContentWrapper.PlaySoundEffect("Click");
                        }
                    }
                    else
                    {
                        _selectedEntry = _hoverEntry;
                    }
                }
            }

            if (GetSliderCollision(input.Cursor))
            {
                _scrollHover = true;
                if (input.IsMenuHold())
                {
                    _scrollLock = true;
                }
            }
            else
            {
                _scrollHover = false;
            }

            if (input.IsMenuRelease())
            {
                _scrollLock = false;
            }

            if (_scrollLock)
            {
                _menuOffset = (int)Math.Round((MathHelper.Clamp(input.Cursor.Y, _menuStart, _menuStart + _menuSpacing * (NumEntries - 1)) - _menuStart) / _scrollSpacing);
                UpdateMenuPositions();
            }

            if (input.IsScreenExit())
            {
                Framework.ExitGame();
            }

            if (input.IsMenuDown())
            {
                _menuOffset++;
                UpdateMenuPositions();
            }

            if (input.IsMenuUp())
            {
                _menuOffset--;
                UpdateMenuPositions();
            }
        }
Beispiel #12
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputHelper input, GameTime gameTime)
        {
            // Mouse on a menu item
            _hoverEntry = GetMenuEntryAt(input.Cursor);

            // Accept or cancel the menu?
            if (input.IsMenuSelect())
            {
                if (GetPreviewCollision(input.Cursor))
                {
                    if (_menuEntries[_selectedEntry].Screen != null)
                    {
                        Framework.AddScreen(_menuEntries[_selectedEntry].Screen);
                        Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails()));
                        ContentWrapper.PlaySoundEffect("Click");
                    }
                }
                if (_hoverEntry != -1)
                {
                    if (_selectedEntry == _hoverEntry)
                    {
                        if (_menuEntries[_selectedEntry].Screen != null)
                        {
                            Framework.AddScreen(_menuEntries[_selectedEntry].Screen);
                            Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails()));
                            ContentWrapper.PlaySoundEffect("Click");
                        }
                    }
                    else
                    {
                        _selectedEntry = _hoverEntry;
                    }
                }
            }

            if (GetSliderCollision(input.Cursor))
            {
                _scrollHover = true;
                if (input.IsMenuHold())
                {
                    _scrollLock = true;
                }
            }
            else
            {
                _scrollHover = false;
            }

            if (input.IsMenuRelease())
            {
                _scrollLock = false;
            }

            if (_scrollLock)
            {
                _menuOffset = (int)Math.Round((MathHelper.Clamp(input.Cursor.Y, _menuStart, _menuStart + _menuSpacing * (NumEntries - 1)) - _menuStart) / _scrollSpacing);
                UpdateMenuPositions();
            }

            if (input.IsScreenExit())
            {
                Framework.ExitGame();
            }

            if (input.IsMenuDown())
            {
                _menuOffset++;
                UpdateMenuPositions();
            }

            if (input.IsMenuUp())
            {
                _menuOffset--;
                UpdateMenuPositions();
            }
        }