Example #1
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))
            {
                EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                _selectedEntry--;

                if (_selectedEntry < 0)
                    _selectedEntry = _menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                _selectedEntry++;

                if (_selectedEntry >= _menuEntries.Count)
                    _selectedEntry = 0;
            }

            //  Mouse selection of menu entries
                for (var i = 0; i < _menuEntries.Count; i++)
                    // ReSharper disable PossibleLossOfFraction
                    if (ScreenManager != null && (input.LastMouseState.Y >= _menuEntries[i].Position.Y - ScreenManager.Font.LineSpacing / 2 && input.LastMouseState.Y < _menuEntries[i].Position.Y + ScreenManager.Font.LineSpacing / 2
                    // ReSharper restore PossibleLossOfFraction
                                                  && input.LastMouseState.X > _menuEntries[i].Position.X && input.LastMouseState.X < _menuEntries[i].Position.X + _menuEntries[i].GetWidth(this)))
                    {
                        if (i != _selectedEntry && TransitionAlpha > 0.9999)
                        {
                            EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                        }
                        _selectedEntry = i;
                        if (input.IsNewLeftClick())
                        {
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }

            // 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);
            }
        }