Beispiel #1
0
        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;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

            // if the user pressed the back button, we return to the main menu
            PlayerIndex player;

            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen(content));
            }
        }
Beispiel #2
0
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);
            foreach (GestureSample gesture in input.Gestures)
            {
                switch (gesture.GestureType)
                {
                    case GestureType.Tap:
                        Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);
                        for (int i = 0; i < MenuEntries.Count; i++)
                        {
                            MenuEntry menuEntry = MenuEntries[i];

                            if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
                            {
                                OnSelectEntry(i, PlayerIndex.One);
                            }
                        }
                        break;

                    case GestureType.VerticalDrag:
                        if (gesture.Delta.Y > 0)
                        {
                            foreach (MenuEntry menu in MenuEntries)
                            {
                                menu.PositionY += gesture.Delta.Y;
                            }
                        }
                        if (gesture.Delta.Y < 0)
                        {
                            foreach (MenuEntry menu in MenuEntries)
                            {
                                menu.PositionY += gesture.Delta.Y;
                            }
                        }
                        break;
                }
            }
        }
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            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 #4
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)
 {
 }
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);
            foreach (GestureSample gesture in input.Gestures)
            {
                switch (gesture.GestureType)
                {
                    case GestureType.Tap:
                        Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                        // iterate the entries to see if any were tapped
                        for (int i = 0; i < MenuEntries.Count; i++)
                        {
                            MenuEntry menuEntry = MenuEntries[i];

                            if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
                            {
                                // select the entry. since gestures are only available on Windows Phone,
                                // we can safely pass PlayerIndex.One to all entries since there is only
                                // one player on Windows Phone.
                                OnSelectEntry(i, PlayerIndex.One);
                            }
                        }
                        break;
                }
            }

            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen(Content));
            }
        }
Beispiel #6
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }

            // look for any taps that occurred and select any entries that were tapped
            //foreach (GestureSample gesture in input.Gestures)
            //{
            //    if (gesture.GestureType == GestureType.Tap)
            //    {
            //        // convert the position to a Point that we can test against a Rectangle
            //        Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);
            //        menuTitle = "Point: " + tapLocation.X + "-" + tapLocation.Y;
            //        // iterate the entries to see if any were tapped
            //        for (int i = 0; i < menuEntries.Count; i++)
            //        {
            //            MenuEntry menuEntry = menuEntries[i];

            //            if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
            //            {
            //                // select the entry. since gestures are only available on Windows Phone,
            //                // we can safely pass PlayerIndex.One to all entries since there is only
            //                // one player on Windows Phone.
            //                OnSelectEntry(i, PlayerIndex.One);
            //            }
            //        }
            //    }
            //    if (gesture.GestureType == GestureType.VerticalDrag)
            //    {
            //        menuTitle = "Drag: " + gesture.Delta.Y;

            //        foreach (MenuEntry menu in MenuEntries)
            //        {
            //            if (gesture.Delta.Y > 0)
            //            {
            //                menu.PositionY += gesture.Delta.Y;
            //            }
            //            else if (gesture.Delta.Y < 0)
            //            {
            //                menu.PositionY += gesture.Delta.Y;
            //            }

            //        }
            //    }
            //}
            base.HandleInput(input);
        }