Example #1
0
 /// <summary>
 /// Handles the input for the screen.
 /// </summary>
 /// <param name="input">The current input state for the game.</param>
 public virtual void HandleInput(Input.Input input)
 {
 }
Example #2
0
 public override void HandleInput(Input.Input input)
 {
     if (active)
     {
         if (state != UIState.Disabled)
         {
             InputState leftState = input.GetMouseState(MouseButtons.Left);
             if (tabRect.Contains(input.MouseX(), input.MouseY()))
             {
                 if (!tabClick && leftState == InputState.Pressed)
                 {
                     tabClick = true;
                     yOff = input.MouseY() - tabRect.Y;
                     xOff = input.MouseX() - tabRect.X;
                 }
             }
             if (tabClick && (leftState == InputState.Held || leftState == InputState.Pressed))
             {
                 tabRect.X = input.MouseX() - xOff;
                 if (tabRect.X < position.X)
                 {
                     tabRect.X = (int)position.X;
                 }
                 else if (tabRect.X > position.X + width - tabRect.Width)
                 {
                     tabRect.X = (int)(position.X + width - tabRect.Width);
                 }
                 scale = (tabRect.X - rect.X) / (rect.Width * 0.9f);
                 OnMove();
             }
             else if (tabClick && (leftState == InputState.Released))
             {
                 tabClick = false;
                 OnRelease();
             }
         }
     }
 }
Example #3
0
        /// <summary>
        /// Handles the input.
        /// </summary>
        /// <param name="input">The current input state.</param>
        public override void HandleInput(Input.Input input)
        {
            if (active)
            {
                if (state != UIState.Disabled)
                {
                    InputState mouseState = input.GetMouseState(MouseButtons.Left);
                    if (rect.Contains(input.MouseX(), input.MouseY()))
                    {
                        if (mouseState == InputState.Pressed || mouseState == InputState.Held)
                        {
                            if (state != UIState.Clicked && state != UIState.Held)
                            {
                                state = UIState.Clicked;
                                OnClick();
                            }
                            else
                            {
                                state = UIState.Held;
                            }
                        }
                        else
                        {
                            state = UIState.MouseOver;
                            if (mouseState == InputState.Released)
                            {
                                selected = !selected;
                                OnRelease();
                            }
                        }

                        HandleInputChildren(input);
                    }
                    else
                    {
                        state = UIState.Default;
                    }
                }
            }
        }
Example #4
0
 public void HandleInput(Input input)
 {
     foreach (Collideable c in movers)
     {
         c.HandleInput(input);
     }
 }
 public void HandleInput(Input.Input input)
 {
     if (gameFocus)
     {
         cursorActive = true;
         foreach (UIBaseScreen s in screens)
         {
             if (s.IsActive)
             {
                 if (s.ScreenName == "game" || s.ScreenName == "loading")
                 {
                     cursorActive = false;
                 }
                 s.HandleInput(input);
             }
         }
         cursorPos = input.MousePosV();
     }
 }