/// <summary>
        /// Handles user input for all the local gamers in the session. Unlike most
        /// screens, which use the InputState class to combine input data from all
        /// gamepads, the lobby needs to individually mark specific players as ready,
        /// so it loops over all the local gamers and reads their inputs individually.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
            {
                PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex;

                PlayerIndex unwantedOutput;

                if (input.IsMenuSelect(playerIndex, out unwantedOutput))
                {
                    HandleMenuSelect(gamer);
                }
                else if (input.IsMenuCancel(playerIndex, out unwantedOutput))
                {
                    HandleMenuCancel(gamer);
                }
                else if (input.IsMenuUp(playerIndex))
                {
                    localGamer.SetLocalPlayerCount(1);
                }
                else if (input.IsMenuDown(playerIndex))
                {
                    localGamer.SetLocalPlayerCount(-1);
                }
            }
        }
Beispiel #2
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        /// <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 #3
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 public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
     {
         // Підніміть приймаються події, то вихід вікні повідомлення.
         if (Accepted != null)
             Accepted(this, new PlayerIndexEventArgs(playerIndex));
         ExitScreen();
     }
     else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
     {
         // Підніміть відмінено подія, то вихід вікні повідомлення.
         if (Cancelled != null)
             Cancelled(this, new PlayerIndexEventArgs(playerIndex));
         ExitScreen();
     }
 }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // 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;
                }
            }

            // 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;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Beispiel #5
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        public override void HandleInput(InputState input)
        {
            KeyboardState keyboardState = Keyboard.GetState();

            PlayerIndex playerIndex;
            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();
            }

            oldState = keyboardState;
        }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // 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;
            }

            // 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;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
        /// <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();
            }
        }
        public override void HandleInput(InputState input)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            PlayerIndex playerIndex;
            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();
            }

            if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right))
                heroChoice++;
            if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left))
                heroChoice--;
            if (heroChoice > Game1.maxHeroChoice) heroChoice = 0;
            if (heroChoice < 0) heroChoice = Game1.maxHeroChoice;

            if (chPlayer == 1) Game1.heroChoice = heroChoice;
            else Game1.heroChoice2 = heroChoice;

            oldState = keyboardState;
        }
        /// <summary>
        /// Handles user input for all the local gamers in the session. Unlike most
        /// screens, which use the InputState class to combine input data from all
        /// gamepads, the lobby needs to individually mark specific players as ready,
        /// so it loops over all the local gamers and reads their inputs individually.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
            {
                PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex;

                PlayerIndex unwantedOutput;

                if (input.IsMenuSelect(playerIndex, out unwantedOutput))
                {
                    HandleMenuSelect(gamer);
                }
                else if (input.IsMenuCancel(playerIndex, out unwantedOutput))
                {
                    HandleMenuCancel(gamer);
                }
                else if (input.IsMenuUp(playerIndex)) localGamer.SetLocalPlayerCount(1);
                else if (input.IsMenuDown(playerIndex)) localGamer.SetLocalPlayerCount(-1);
            }
        }
Beispiel #10
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        public override void HandleInput(InputState input)
        {
            KeyboardState keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right))
            {
                switch (selectedEntry)
                {
                    case 1: Game1.songLiberty.VolumeMusic += 0.05000f; break;
                    case 2:
                        {
                            Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1);
                            Game1.songLiberty.VolumeEffect += 0.05000f;
                        } break;
                }
            }
            if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left))
            {
                switch (selectedEntry)
                {
                    case 1: Game1.songLiberty.VolumeMusic -= 0.05000f; break;
                    case 2:
                        {
                            Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1);
                            Game1.songLiberty.VolumeEffect -= 0.05000f;
                        } break;
                }
            }
            MediaPlayer.Volume = Game1.songLiberty.VolumeMusic;
            oldState = keyboardState;
            // Перейти до попереднього пункту меню?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }
            // Перейти до наступного пункту меню?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

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

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                ExitScreen();
            }
        }
        public override void HandleInput(InputState input)
        {
            // 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;
            }
            PlayerIndex playerIndex;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                Game1.isPaused = false;
                ExitScreen();
            }
        }