IsMenuCancel() public method

Checks for a "menu cancel" input action. The controllingPlayer parameter specifies which player to read input for. If this is null, it will accept input from any player. When the action is detected, the output playerIndex reports which player pressed it.
public IsMenuCancel ( ) : bool
return bool
        public override void HandleInput(InputState input)
        {
            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Y, ControllingPlayer, out player))
            {
            #if XBOX
                Debug.Assert (ControllingPlayer != null);
                HighScores2.GoLoad(ControllingPlayer ?? PlayerIndex.One);
            #else

                HighScores2.DoWindowsLoadGame();
            #endif

                ScreenManager.AddScreen(new HighScoreScreen(), ControllingPlayer);
            }

            if (input.IsMenuCancel(ControllingPlayer, out player))
            {
                MediaPlayer.Stop();
            }

            songSelectionBox.HandleInput(input);
            if (songSelectionBox.SongCount <= 0 &&
                input.IsNewButtonPress(Buttons.A, null, out player))
            {
                return;
            }
            base.HandleInput(input);
        }
        /// <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();
            }
        }
Example #3
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            var touch = input.TouchState;

            var rect = new Rectangle(0, 0, 100, 30);

            if (touch.Count == 1)
            {
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    rect.X        = (int)menuEntries[i].Position.X;
                    rect.Y        = (int)menuEntries[i].Position.Y;
                    selectedEntry = i;
                    if (rect.Contains((int)touch[0].Position.X, (int)touch[0].Position.Y))
                    {
                        OnSelectEntry(selectedEntry, 0);
                        break;
                    }
                }
            }

            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

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

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

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

            // 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);
            }
        }
Example #4
0
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            // Exit game
            if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }

            // Start game
            if (TransitionAlpha == 1.0f)
            {
                GamePadState state1 = GamePad.GetState(PlayerIndex.One);
                GamePadState state2 = GamePad.GetState(PlayerIndex.Two);
                GamePadState state3 = GamePad.GetState(PlayerIndex.Three);
                GamePadState state4 = GamePad.GetState(PlayerIndex.Four);

                if (state1.IsButtonDown(Buttons.Start))
                {
                    ActivePlayer.PlayerIndex = PlayerIndex.One;
                    startPressed             = true;
                }
                else if (state2.IsButtonDown(Buttons.Start))
                {
                    ActivePlayer.PlayerIndex = PlayerIndex.Two;
                    startPressed             = true;
                }
                else if (state3.IsButtonDown(Buttons.Start))
                {
                    ActivePlayer.PlayerIndex = PlayerIndex.Three;
                    startPressed             = true;
                }
                else if (state4.IsButtonDown(Buttons.Start))
                {
                    ActivePlayer.PlayerIndex = PlayerIndex.Four;
                    startPressed             = true;
                }

#if WINDOWS
                KeyboardState keyboardState = Keyboard.GetState();
                if (keyboardState.IsKeyDown(Keys.Enter))
                {
                    startPressed = true;
                }
#endif
            }

            if (startPressed)
            {
                StartButtonPressed();
            }
        }
Example #5
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;
            Viewport    viewport = ScreenManager.Game.GraphicsDevice.Viewport;
            Vector2     halfSize = new Vector2(viewport.Width, viewport.Height) / 2;

            // 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())
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                {
                    Accepted(this, new EventArgs());
                }

                ExitScreen();
            }
            else if (input.IsMenuCancel())
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                {
                    Cancelled(this, new EventArgs());
                }

                ExitScreen();
            }

            Point mouseLoc = new Point(input.CurrentMouseState.X, input.CurrentMouseState.Y);

            Rectangle okRect = new Rectangle((int)halfSize.X - 25, (int)halfSize.Y + 25, 50, 50);

            if (input.CurrentMouseState.LeftButton == ButtonState.Pressed && input.LastMouseState.LeftButton == ButtonState.Released)
            {
                if (okRect.Contains(mouseLoc))
                {
                    ExitScreen();
                }
            }
        }
Example #6
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))
            {
                selectedEntry--;
                menuSFX.Play();

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

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;
                menuSFX.Play();

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

            // 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);
            }
        }
        /// <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())
            {
                // Decrement the currently selected entry
                selectedEntry--;

                // If the entry is less than 0, wrap it back around to the last entry
                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
            }

            // Move to the next menu entry
            if (input.IsMenuDown())
            {
                // Increment the currently selected entry
                selectedEntry++;

                // If the entry is the last entry, wrap it back around to first entry
                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
            }

            // Check to see if a menu was selected
            if (input.IsMenuSelect())
            {
                // Trigger the event for the selected entry
                OnSelectEntry(selectedEntry);
            }

            // Otherwhise, check if the user cancelled the menu
            else if (input.IsMenuCancel())
            {
                // Call the cancel method to take the user out
                OnCancel();
            }
        }
Example #8
0
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                // Remove all MedalsMenuScreens open
                GameScreen[] screens = ScreenManager.GetScreens();
                for (int i = screens.Length - 1; i >= 0; i--)
                {
                    if (screens[i] is MedalsMenuScreen)
                    {
                        screens[i].ExitScreen();
                    }
                }
            }
            else if (input.IsNewButtonPress(Buttons.LeftShoulder, ControllingPlayer, out playerIndex) ||
                     input.IsNewKeyPress(Keys.Left, ControllingPlayer, out playerIndex))
            {
                if (medalStartIndex != 0)
                {
                    screenChangeSFX.Play(0.5f, -0.1f, 0.0f);
                    // Remove this page of medals
                    OnCancel(playerIndex);
                }
            }
            else if (input.IsNewButtonPress(Buttons.RightShoulder, ControllingPlayer, out playerIndex) ||
                     input.IsNewKeyPress(Keys.Right, ControllingPlayer, out playerIndex))
            {
                // Add a new page of medals if needed
                if (medalStartIndex + MEDALS_PER_SCREEN < ActivePlayer.Profile.MedalList.Count)
                {
                    screenChangeSFX.Play(0.5f, 0.1f, 0.0f);
                    ScreenManager.AddScreen(new MedalsMenuScreen(medalStartIndex + MEDALS_PER_SCREEN, 0),
                                            ActivePlayer.PlayerIndex);
                }
            }
        }
Example #9
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input.IsMenuCancel())
            {
                OnCancel(null, null);
            }

            if (input.IsMenuUp())
            {
                selectedEntry--;
                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
                while (!menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry--;
                    if (selectedEntry < 0)
                    {
                        selectedEntry = menuEntries.Count - 1;
                    }
                }
            }
            if (input.IsMenuDown())
            {
                selectedEntry++;
                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
                while (!menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry++;
                    if (selectedEntry >= menuEntries.Count)
                    {
                        selectedEntry = 0;
                    }
                }
            }
            if (input.IsMenuLeft())
            {
                menuEntries[selectedEntry].Left();
            }
            if (input.IsMenuRight())
            {
                menuEntries[selectedEntry].Right();
            }

            if (input.IsMenuSelect())
            {
                OnSelectEntry(selectedEntry);
            }
            if (selectedEntry < 0)
            {
                selectedEntry = menuEntries.Count - 1;
            }
            if (selectedEntry >= menuEntries.Count)
            {
                selectedEntry = 0;
            }


            Point mouseLocation = ScreenManager.ScaledMousePos;

            for (int i = 0; i < menuEntries.Count; i++)
            {
                MenuEntry menuEntry = menuEntries[i];

                if (GetMenuEntryHitBounds(menuEntry).Contains(mouseLocation))
                {
                    selectedEntry = i;

                    // Mouse left click?
                    if (input.CurrentMouseState.LeftButton == ButtonState.Released && input.LastMouseState.LeftButton == ButtonState.Pressed)
                    {
                        menuEntry.Click(mouseLocation.X, mouseLocation.Y);
                    }
                }
            }
        }
Example #10
0
		/// <summary>
		/// Handles user input for all the local gamers in the session. Unlike most
		/// screens, which use the InputState class to combine input data from all
		/// gamepads, the lobby needs to individually mark specific players as ready,
		/// so it loops over all the local gamers and reads their inputs individually.
		/// </summary>
		public override void HandleInput (InputState input)
		{
			foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) {
				PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex;

				PlayerIndex unwantedOutput;

				if (input.IsMenuSelect (playerIndex, out unwantedOutput)) {
					HandleMenuSelect (gamer);
				} else if (input.IsMenuCancel (playerIndex, out unwantedOutput)) {
					HandleMenuCancel (gamer);
				}
			}
		}
Example #11
0
        private bool HandleGameplayInputButtons(InputState input, Player cP)
        {
            PlayerIndex output;
            if (input.IsSelect(cP.PI, out output))
            {
                if (cP.selected == false && cP.hover.getOwner() == cP && cP.hover.canAddMove())
                {
                    cP.selected = true;
                    cP.origin = cP.hover;
                }
                else if (cP.selected == true)
                {
                    cP.selected = false;
                    if (cP.target == Player.Tgt.Self && cP.hover != cP.origin && cP.origin.canAddMove())
                    {
                        //cP.origin.transfer(cP.dest);
                        cP.dest = cP.hover;
                        movements.Add(new Movement(cP, cP.origin, cP.dest, Movement.Type.Transfer));
                    }
                    if (cP.target == Player.Tgt.Enemy && cP.origin.canAddMove())
                    {
                        //cP.origin.attack(cP.dest);
                        cP.dest = cP.hover;
                        movements.Add(new Movement(cP, cP.origin, cP.dest, Movement.Type.Attack));
                    }

                }
            }
            else if (input.IsMenuCancel(cP.PI, out output))
            {
                if (cP.selected == true)
                {
                    cP.selected = false;
                }
                else
                {
                    cP.hover.cancelOutgoing = true;
                    pruneMovements();
                }
            }
            else if (input.IsScrollLeft(cP.PI))
            {
                cP.decPower();
            }
            else if (input.IsScrollRight(cP.PI))
            {
                cP.incPower();
            }
            else if (input.IsUsePower(cP.PI))
            {
                if (cP.usePower())
                {
                    if (cP.curPower == Player.Power.Transfer)
                        transfer(cP);
                    else if (cP.curPower == Player.Power.Reinforce)
                        reinforce(cP);
                    else if (cP.curPower == Player.Power.Invincible)
                        invincible(cP);
                    else if (cP.curPower == Player.Power.Defect)
                        defect(cP, cP.hover);
                }
            }
            else
            {
                return false;
            }
            return true;
        }
Example #12
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input.IsMenuCancel())
            {
                OnCancel(null, null);
            }

            if (input.IsMenuUp())
            {
                selectedEntry--;
                if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
                while (!menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry--;
                    if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
                }
            }
            if (input.IsMenuDown())
            {
                selectedEntry++;
                if (selectedEntry >= menuEntries.Count) selectedEntry = 0;
                while (!menuEntries[selectedEntry].Enabled)
                {
                    selectedEntry++;
                    if (selectedEntry >= menuEntries.Count) selectedEntry = 0;
                }
            }
            if (input.IsMenuLeft()) menuEntries[selectedEntry].Left();
            if (input.IsMenuRight()) menuEntries[selectedEntry].Right();

            if (input.IsMenuSelect()) OnSelectEntry(selectedEntry);
            if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
            if (selectedEntry >= menuEntries.Count) selectedEntry = 0;

            Point mouseLocation = ScreenManager.ScaledMousePos;

            for (int i = 0; i < menuEntries.Count; i++)
            {
                MenuEntry menuEntry = menuEntries[i];

                if (GetMenuEntryHitBounds(menuEntry).Contains(mouseLocation))
                {
                    selectedEntry = i;

                    // Mouse left click?
                    if (input.CurrentMouseState.LeftButton == ButtonState.Released && input.LastMouseState.LeftButton == ButtonState.Pressed)
                    {
                       menuEntry.Click(mouseLocation.X, mouseLocation.Y);
                    }
                }
            }
        }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // 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);
                //ExitScreen();
                showControls = !showControls;
            }
            if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                //OnCancel(playerIndex);
                ExitScreen();
            }
        }
Example #14
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;
            Viewport viewport = ScreenManager.Game.GraphicsDevice.Viewport;
            Vector2 halfSize = new Vector2(viewport.Width, viewport.Height)/2;
            // 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())
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new EventArgs());

                ExitScreen();
            }
            else if (input.IsMenuCancel())
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new EventArgs());

                ExitScreen();
            }

            Point mouseLoc = new Point(input.CurrentMouseState.X, input.CurrentMouseState.Y);

            Rectangle okRect = new Rectangle((int)halfSize.X - 25, (int)halfSize.Y + 25, 50, 50);
            if (input.CurrentMouseState.LeftButton == ButtonState.Pressed && input.LastMouseState.LeftButton == ButtonState.Released)
            {
                if (okRect.Contains(mouseLoc)) ExitScreen();
            }
        }
        /// <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))
            {
                selectedEntry--;

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

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

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

            // 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);
            }
        }
Example #16
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();
            }
        }
Example #17
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            var touch = input.TouchState;

            var rect = new Rectangle(0,0,100,30);
            if (touch.Count == 1 ) {
                for (int i = 0; i < menuEntries.Count; i++){
                    rect.X = (int)menuEntries[i].Position.X;
                    rect.Y = (int)menuEntries[i].Position.Y;
                    selectedEntry = i;
                    if (rect.Contains((int)touch[0].Position.X, (int)touch[0].Position.Y)){
                        OnSelectEntry(selectedEntry, 0);
                        break;
                    }
                }
            }

            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

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

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

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

            // 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);
            }
        }