Ejemplo n.º 1
0
        /// <summary>
        /// Evaluates the action against a given InputState.
        /// </summary>
        /// <param name="state">The InputState to test for the action.</param>
        /// <param name="controllingPlayer">The player to test, or null to allow any player.</param>
        /// <param name="player">If controllingPlayer is null, this is the player that performed the action.</param>
        /// <returns>True if the action occurred, false otherwise.</returns>
        public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player)
        {
            // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic
            ButtonPress buttonTest;
            KeyPress keyTest;
            if (newPressOnly)
            {
                buttonTest = state.IsNewButtonPress;
                keyTest = state.IsNewKeyPress;
            }
            else
            {
                buttonTest = state.IsButtonPressed;
                keyTest = state.IsKeyPressed;
            }

            // Now we simply need to invoke the appropriate methods for each button and key in our collections
            foreach (Buttons button in buttons)
            {
                if (buttonTest(button, controllingPlayer, out player))
                    return true;
            }
            foreach (Keys key in keys)
            {
                if (keyTest(key, controllingPlayer, out player))
                    return true;
            }

            // If we got here, the action is not matched
            player = PlayerIndex.One;
            return false;
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Evaluates the action against a given InputState.
        /// </summary>
        /// <param name="inState">The InputState to test for the action.</param>
        /// <returns>True if the action occurred and false otherwise.</returns>
        public bool Evaluate( InputState inState )
        {
            bool result = false;

            if ( isBtnAction )
            {
                // The action corresponds to a mouse button press
                if ( newPressOnly )
                {
                    result = inState.IsNewMousePress( button );
                }
                else
                {
                    result = inState.IsMousePressed( button );
                }
            }
            else
            {
                // The action corresponds to a mouse cursor action
                Point curCursor = inState.CurrentCursorPosition();	// Position of the cursor on current frame
                Point prevCursor = inState.LastCursorPosition();	// Position of the cursor on the last frame

                switch ( cursorAction )
                {
                    case MouseCursorAction.Enter:
                        result = ( !hotZone.Contains( prevCursor ) && hotZone.Contains( curCursor ) );
                        break;
                    case MouseCursorAction.Hover:
                        result = hotZone.Contains( curCursor );
                        break;
                    case MouseCursorAction.Leave:
                        result = ( hotZone.Contains( prevCursor ) && !hotZone.Contains( curCursor ) );
                        break;
                }
            }

            return result;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            upg1.HandleInputs(gameTime, input);
            upg2.HandleInputs(gameTime, input);
            upg3.HandleInputs(gameTime, input);
            upg4.HandleInputs(gameTime, input);
            upg5.HandleInputs(gameTime, input);
            upg6.HandleInputs(gameTime, input);

            accept.HandleInputs(gameTime, input);
            //cancel.HandleInputs(gameTime, input);
        }
Ejemplo n.º 4
0
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            PlayerIndex playerIndex;
            // Any UI elements that use the InputState can be handled here
            if (escapePressed.Evaluate(input, null, out playerIndex))
            {
                PopOutExit();
            }

            if (uPressed.Evaluate(input, null, out playerIndex))
            {
                DisplayUpgrades();
            }

            if (cPress.Evaluate(input, null, out playerIndex))
            {
                player.RoleID = ((player.RoleID + 1) % 4);
            }

            if (bPress.Evaluate(input, null, out playerIndex))
            {
                drawBB = !drawBB;
            }
        }
Ejemplo n.º 5
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(GameTime gameTime, InputState input)
 {
 }
Ejemplo n.º 6
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     backButton.HandleInputs( gameTime, input );
     refreshButton.HandleInputs( gameTime, input );
     joinButton.HandleInputs( gameTime, input );
     lobbies.HandleInputs( gameTime, input );
     newLobbyButton.HandleInputs( gameTime, input );
 }
Ejemplo n.º 7
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     PlayerIndex playerIndex;
     if ( escapePressed.Evaluate( input, null, out playerIndex ) )
     {
         ShowQuitDialog();
     }
     if ( uPressed.Evaluate( input, null, out playerIndex ) )
     {
         ScreenManager.AddScreen( new UpgradeMenu( GameManager.Instance ), null );
     }
 }
Ejemplo n.º 8
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(GameTime gameTime, 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];

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            PlayerIndex player;
            if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected)
            {
            #if WINDOWS_PHONE
                ScreenManager.AddScreen(new PhonePauseScreen(), ControllingPlayer);
            #else
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            #endif
            }
            else
            {
                // Otherwise move the player position.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                    movement.X--;

                if (keyboardState.IsKeyDown(Keys.Right))
                    movement.X++;

                if (keyboardState.IsKeyDown(Keys.Up))
                    movement.Y--;

                if (keyboardState.IsKeyDown(Keys.Down))
                    movement.Y++;

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (input.TouchState.Count > 0)
                {
                    Vector2 touchPosition = input.TouchState[0].Position;
                    Vector2 direction = touchPosition - playerPosition;
                    direction.Normalize();
                    movement += direction;
                }

                if (movement.Length() > 1)
                    movement.Normalize();

                playerPosition += movement * 8f;
            }
        }
Ejemplo n.º 9
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     backButton.HandleInputs( gameTime, input );
     priestButton.HandleInputs(gameTime, input);
     fireButton.HandleInputs(gameTime, input);
     bmButton.HandleInputs(gameTime, input);
     windButton.HandleInputs(gameTime, input);
 }
Ejemplo n.º 10
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        /// <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(GameTime gameTime, InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

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

            if (pauseAction.Evaluate(input, ControllingPlayer, out player))
            {
                // Game Paused
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                // Tell the buttons to handle their inputs
                testBtn1.HandleInputs( gameTime, input );
                testBtn2.HandleInputs( gameTime, input );
                testlistView.HandleInputs(gameTime, input);
                testSelector.HandleInputs(gameTime, input);
            }
        }
Ejemplo n.º 11
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     spButton.HandleInputs( gameTime, input );
     mpButton.HandleInputs( gameTime, input );
     optionsButton.HandleInputs( gameTime, input );
     achiButton.HandleInputs( gameTime, input );
     exitButton.HandleInputs( gameTime, input );
 }
Ejemplo n.º 12
0
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput(GameTime gameTime, InputState input)
 {
     if ( style == Style.YesNo )
     {
         accept.HandleInputs(gameTime, input);
         cancel.HandleInputs(gameTime, input);
     }
     else if ( style == Style.OK )
     {
         accept.HandleInputs( gameTime, input );
     }
 }
Ejemplo n.º 13
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // For input tests 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;

            // Move to the previous menu entry?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

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

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Ejemplo n.º 14
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     backButton.HandleInputs( gameTime, input );
     teamButton.HandleInputs( gameTime, input );
     roleButton.HandleInputs( gameTime, input );
     readyButton.HandleInputs( gameTime, input );
     //redTeamList.HandleInputs( gameTime, input );
     //blueTeamList.HandleInputs( gameTime, input );
 }
Ejemplo n.º 15
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 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     backButton.HandleInputs( gameTime, input );
     matchDurSel.HandleInputs( gameTime, input );
     numPlayersSel.HandleInputs( gameTime, input );
     createButton.HandleInputs( gameTime, input );
 }
Ejemplo n.º 16
0
 public override void HandleInput( GameTime gameTime, InputState input )
 {
     // Let the Controls handle their input
     backButton.HandleInputs( gameTime, input );
     musicSel.HandleInputs( gameTime, input );
 }
Ejemplo n.º 17
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(GameTime gameTime, 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 (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
        }