/// <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); } }