Beispiel #1
0
        /// <summary>
        /// Updates the InputManagerComponent, calling the Update method on all input related classes.
        /// </summary>
        /// <param name="gameTime">The current GameTime.</param>
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            KeyboardManager.Update();
#if WINDOWS
            MouseManager.Update();
#endif
            GamePadManager.UpdateAll();
        }
Beispiel #2
0
        /// <summary>
        /// Update this GamePadButtonEnumerator.
        /// </summary>
        /// <param name="gt">The current GameTime.</param>
        public virtual void Update(GameTime gt)
        {
            if (XnaExtensions.IsGuideVisible)
            {
                //Don't perform logic
                return;
            }

            GamePadState current    = GamePadManager.GetManager(Player).Current;
            bool         isJoystick = Input == InputType.LeftJoystick || Input == InputType.RightJoystick;

            if (isJoystick)
            {
                Vector2 joystick = Input == InputType.LeftJoystick ? current.ThumbSticks.Left : (Input == InputType.RightJoystick ? current.ThumbSticks.Right : Vector2.Zero);
                if (joystick.Y >= _axisDifference)
                {
                    _elapsedUpTime += gt.ElapsedGameTime;
                }
                else if (joystick.Y <= -_axisDifference)
                {
                    _elapsedDownTime += gt.ElapsedGameTime;
                }
                if (joystick.X >= _axisDifference)
                {
                    _elapsedRightTime += gt.ElapsedGameTime;
                }
                else if (joystick.X <= -_axisDifference)
                {
                    _elapsedLeftTime += gt.ElapsedGameTime;
                }

                if (_elapsedUpTime >= _delay)
                {
                    _elapsedUpTime = TimeSpan.Zero;
                    MoveSelection(Direction.Top);
                }
                if (_elapsedDownTime >= _delay)
                {
                    _elapsedDownTime = TimeSpan.Zero;
                    MoveSelection(Direction.Bottom);
                }
                if (_elapsedLeftTime >= _delay)
                {
                    _elapsedLeftTime = TimeSpan.Zero;
                    MoveSelection(Direction.Left);
                }
                if (_elapsedRightTime >= _delay)
                {
                    _elapsedRightTime = TimeSpan.Zero;
                    MoveSelection(Direction.Right);
                }
            }
            else
            {
                //We know for sure it is DPad.
                if (_lastState.DPad.Left == ButtonState.Released && current.DPad.Left == ButtonState.Pressed)
                {
                    MoveSelection(Direction.Left);
                }
                if (_lastState.DPad.Right == ButtonState.Released && current.DPad.Right == ButtonState.Pressed)
                {
                    MoveSelection(Direction.Right);
                }
                if (_lastState.DPad.Up == ButtonState.Released && current.DPad.Up == ButtonState.Pressed)
                {
                    MoveSelection(Direction.Top);
                }
                if (_lastState.DPad.Down == ButtonState.Released && current.DPad.Down == ButtonState.Pressed)
                {
                    MoveSelection(Direction.Bottom);
                }
            }
            if (_allButtons[_rowCurrent, _columnCurrent].Visible && _lastState.IsButtonUp(_submitButton) && current.IsButtonDown(_submitButton))
            {
                if (this.FireTextSpritePressed)
                {
                    _allButtons[_rowCurrent, _columnCurrent].FireClicked();
                }
                else if (ButtonPress != null)
                {
                    ButtonPress(_allButtons[_rowCurrent, _columnCurrent], EventArgs.Empty);
                }
            }

            _lastState = current;
        }