Beispiel #1
0
        /// <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 #2
0
        /// <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 );
              }
        }