public override void HandleInput(InputManager input) { if (handleInput && (input.IsMenuCancel() || input.IsMenuSelect() ) ) { this.TransitionOffTime = TimeSpan.FromSeconds(0.0); elapsed = maxTime; } }
public override void HandleInput(InputManager input) { if (input == null) throw new ArgumentNullException("input"); if ( this.IsActive && this.TransitionPosition == 0 ) { if (input.IsMenuCancel()) ScreenManager.Game.Exit(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputManager input) { if (input.IsNewKeyPress(Keys.Left)) selected = ( selected - 1 + places.Count ) % places.Count; if (input.IsNewKeyPress(Keys.Right)) selected = (selected + 1) % places.Count; if (input.IsMenuSelect()) { LevelManager.Instance.GoTo(places[ selected ]); LoadingScreen.Load(ScreenManager, false, new PlayScreen()); } else if (input.IsMenuCancel()) { ExitScreen(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputManager input) { if (input.IsMenuSelect() || input.IsMenuCancel()) OnCancel(); }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputManager input) { // 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()) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new EventArgs()); ExitScreen(); } else if (input.IsMenuCancel()) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new EventArgs()); ExitScreen(); } }
public override void HandleInput(InputManager input) { if (input.IsMenuCancel() || input.IsMenuSelect() ) { TransitionOnTime = TimeSpan.FromSeconds(0.0); TransitionOffTime = TimeSpan.FromSeconds(0.0); elapsed = 2000; yOffset = 120; backgroundAlpha = 0.0f; scaleOffset = 0.519999f; } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputManager input) { // Move to the previous menu entry? if (input.IsMenuUp()) { SoundManager.PlaySound(SoundManager.SOUND_MENU_UP); selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsMenuDown()) { SoundManager.PlaySound(SoundManager.SOUND_MENU_DOWN); selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // 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. if (input.IsMenuSelect()) { if (selectedEntry == menuEntries.Count - 1 && lastOptionExit) SoundManager.PlaySound(SoundManager.SOUND_MENU_CANCEL); else SoundManager.PlaySound(SoundManager.SOUND_MENU_CONFIRM); OnSelectEntry(selectedEntry); } else if (input.IsMenuCancel()) { SoundManager.PlaySound(SoundManager.SOUND_MENU_CANCEL); OnCancel(); } }