Ejemplo n.º 1
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            if (InputDeviceState.LeftButton)
            {
                MouseState mouseState = Mouse.GetState();
                foreach (Tile tile in tiles)
                    tile.CheckPress(mouseState);
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

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

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!

            PlayerIndex pIndex;

            if (input.IsMenuCancel(ControllingPlayer, out pIndex))
                OnCancel(pIndex);

            if (input.IsDashboard(ControllingPlayer, out pIndex))
                ShowDash(pIndex);
        }
Ejemplo n.º 2
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();
            }
        }
Ejemplo n.º 3
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)
 {
 }
Ejemplo n.º 4
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input.IsPauseGame(ControllingPlayer))
                ExitScreen();
            PlayerIndex pIndex;

            if (input.IsMenuCancel(ControllingPlayer, out pIndex) || input.IsDashboard(ControllingPlayer, out pIndex))
                ExitScreen();

            if (InputDeviceState.LeftButton)
            {
                MouseState mouseState = Mouse.GetState();
                Point point = new Point( mouseState.X, mouseState.Y);
                if (!calendarBox.Contains(point) && !credBox.Contains(point) && !moneyBox.Contains(point))
                    ExitScreen();
            }
                calendar.HandleInput();
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (InputDeviceState.LeftButton)
            {
                MouseState mouseState = Mouse.GetState();
                foreach (Tile tile in Tiles)
                    tile.CheckPress(mouseState);
            }

            // 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.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }