IsMenuDown() public method

Checks for a "menu down" input action. The controllingPlayer parameter specifies which player to read input for. If this is null, it will accept input from any player.
public IsMenuDown ( ) : bool
return bool
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)
        {
            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 #2
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 #4
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--;

                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 #5
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }

			if (input.IsMenuDown(ControllingPlayer)) {
				if (selectedEntry < menuEntries.Count - 1)
					selectedEntry += 1;
			}

			if (input.IsMenuUp(ControllingPlayer)) {
				if (selectedEntry > 0)
					selectedEntry -= 1;
			}

			if (input.IsMenuSelect(ControllingPlayer, out player)) {
				menuEntries[selectedEntry].OnSelectEntry(player);
			}

			if (input.MouseGesture.HasFlag(MouseGestureType.LeftClick)) {

				Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.Y);
				// iterate the entries to see if any were tapped
				for (int i = 0; i < menuEntries.Count; i++)
				{
					MenuEntry menuEntry = menuEntries[i];

					if (GetMenuEntryHitBounds(menuEntry).Contains(clickLocation))
					{
						// select the entry. since gestures are only available on Windows Phone,
						// we can safely pass PlayerIndex.One to all entries since there is only
						// one player on Windows Phone.
						OnSelectEntry(i, PlayerIndex.One);
					}
				}
			}

			if (input.MouseGesture.HasFlag(MouseGestureType.Move)) {

				Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.Y);
				// iterate the entries to see if any were tapped
				for (int i = 0; i < menuEntries.Count; i++)
				{
					MenuEntry menuEntry = menuEntries[i];

					if (GetMenuEntryHitBounds(menuEntry).Contains(clickLocation))
					{
						// select the entry. since gestures are only available on Windows Phone,
						// we can safely pass PlayerIndex.One to all entries since there is only
						// one player on Windows Phone.
						//OnSelectEntry(i, PlayerIndex.One);
						selectedEntry = i;
					}
				}
			}

            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {
                    // convert the position to a Point that we can test against a Rectangle
                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
                        {
                            // select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only
                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
        }
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)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }
#if WINDOWS
            // Take care of Keyboard input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }
            else if (input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Space, ControllingPlayer, out player))
            {
                OnSelectEntry(selectedEntry, player);
            }


            MouseState state = Mouse.GetState();
            if (state.LeftButton == ButtonState.Released)
            {
                if (isMouseDown)
                {
                    isMouseDown = false;
                    // convert the position to a Point that we can test against a Rectangle
                    Point clickLocation = new Point(state.X, state.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (menuEntry.Destination.Contains(clickLocation))
                        {
                            // Select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only

                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
            else if (state.LeftButton == ButtonState.Pressed)
            {
                isMouseDown = true;

                // convert the position to a Point that we can test against a Rectangle
                Point clickLocation = new Point(state.X, state.Y);

                // iterate the entries to see if any were tapped
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    MenuEntry menuEntry = menuEntries[i];

                    if (menuEntry.Destination.Contains(clickLocation))
                        selectedEntry = i;
                }
            }
#elif XBOX
            // Take care of Gamepad input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }
            else if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out player))
                OnSelectEntry(selectedEntry, player);

#elif WINDOWS_PHONE
            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {
                    // convert the position to a Point that we can test against a Rectangle
                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (menuEntry.Destination.Contains(tapLocation))
                        {
                            // Select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only
                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
#endif
        }
Example #7
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 #8
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;

            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }
#if WINDOWS
            // Take care of Keyboard input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
            }
            else if (input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out player) ||
                     input.IsNewKeyPress(Keys.Space, ControllingPlayer, out player))
            {
                OnSelectEntry(selectedEntry, player);
            }


            MouseState state = Mouse.GetState();
            if (state.LeftButton == ButtonState.Released)
            {
                if (isMouseDown)
                {
                    isMouseDown = false;
                    // convert the position to a Point that we can test against a Rectangle
                    Point clickLocation = new Point(state.X, state.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (menuEntry.Destination.Contains(clickLocation))
                        {
                            // Select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only

                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
            else if (state.LeftButton == ButtonState.Pressed)
            {
                isMouseDown = true;

                // convert the position to a Point that we can test against a Rectangle
                Point clickLocation = new Point(state.X, state.Y);

                // iterate the entries to see if any were tapped
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    MenuEntry menuEntry = menuEntries[i];

                    if (menuEntry.Destination.Contains(clickLocation))
                    {
                        selectedEntry = i;
                    }
                }
            }
#elif XBOX
            // Take care of Gamepad input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = menuEntries.Count - 1;
                }
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                {
                    selectedEntry = 0;
                }
            }
            else if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out player))
            {
                OnSelectEntry(selectedEntry, player);
            }
#elif WINDOWS_PHONE
            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {
                    // convert the position to a Point that we can test against a Rectangle
                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (menuEntry.Destination.Contains(tapLocation))
                        {
                            // Select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only
                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
#endif
        }
        public void HandleInput(InputState input)
        {
            int oldSelected = selected;
            int oldLibrary = libraryIndex;

            if (input.IsMenuDown(screen.ControllingPlayer))
            {
                if (selected < library.Count - 1)
                {
                    ++selected;
                    if (selected == numEntries + index)
                    {
                        ++index;
                    }
                    loadAroundIndex(selected);
                }
            }
            if (input.IsMenuUp(screen.ControllingPlayer))
            {
                if (selected > 0)
                {
                    --selected;
                    if (selected == index - 1)
                    {
                        --index;
                    }
                    loadAroundIndex(selected);
                }
            }

            PlayerIndex player;

            if (input.IsNewButtonPress(Buttons.X, screen.ControllingPlayer, out player))
            {
                MediaPlayer.Play(library[selected]);
            }

            if (input.IsNewButtonPress(Buttons.LeftShoulder, screen.ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Left, screen.ControllingPlayer, out player))
            {
                if (libraryIndex > 0)
                {
                    --libraryIndex;
                    mediaSourceName = MediaSource.GetAvailableMediaSources()[libraryIndex].Name;
                    library = new MediaLibrary(MediaSource.GetAvailableMediaSources()[libraryIndex]).Songs;
                    index = 0;
                    selected = 0;
                    initializeSongDataArray();
                }
            }
            if (input.IsNewButtonPress(Buttons.RightShoulder, screen.ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Right, screen.ControllingPlayer, out player))
            {
                if (libraryIndex < MediaSource.GetAvailableMediaSources().Count - 1)
                {
                    ++libraryIndex;
                    mediaSourceName = MediaSource.GetAvailableMediaSources()[libraryIndex].Name;
                    library = new MediaLibrary(MediaSource.GetAvailableMediaSources()[libraryIndex]).Songs;
                    index = 0;
                    selected = 0;
                    initializeSongDataArray();
                }
            }

            if (input.IsNewButtonPress(Buttons.RightTrigger, screen.ControllingPlayer, out player))
            {
                if (library.Count > 0)
                {
                    char c = '0';
                    // Skip ahead artist letter

                    if (SongDataArray[selected].Artist.Length > 0)
                    {
                        c = SongDataArray[selected].Artist.ToLower()[0];
                    }
                    int newIndex;
                    for (newIndex = selected; newIndex < library.Count; ++newIndex)
                    {
                        loadAroundIndex(newIndex);
                        if (SongDataArray[newIndex].Artist.Length == 0)
                            continue;
                        if (SongDataArray[newIndex].Artist.ToLower()[0] != c)
                            break;
                    }
                    selected = Math.Min(newIndex, library.Count - 1);
                    index = selected;
                }
            }

            if (input.IsNewButtonPress(Buttons.LeftTrigger, screen.ControllingPlayer, out player))
            {
                if (library.Count > 0)
                {
                    char c = 'z';
                    // Skip back artist letter
                    if (SongDataArray[selected].Artist.Length > 0)
                    {
                        c = SongDataArray[selected].Artist.ToLower()[0];
                    }
                    int newIndex;
                    bool nextLetter = false;
                    for (newIndex = selected; newIndex >= 0; --newIndex)
                    {
                        loadAroundIndex(newIndex);
                        if (SongDataArray[newIndex].Artist.Length == 0)
                            continue;
                        if (SongDataArray[newIndex].Artist.ToLower()[0] != c && nextLetter)
                        {
                            newIndex++;
                            break;
                        }
                        if (SongDataArray[newIndex].Artist.ToLower()[0] != c)
                        {
                            c = SongDataArray[newIndex].Artist.ToLower()[0];
                            nextLetter = true;
                        }
                    }
                    selected = Math.Max(newIndex, 0);
                    index = selected;
                }
            }

            if (oldSelected != selected || libraryIndex != oldLibrary)
            {
                if (library.Count > selected)
                {
                    MediaPlayer.Play(library[selected]);
                    NarlyGame.currentSong = library[selected].Name;
                }
            }
        }
Example #10
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;

            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }

            if (input.IsMenuDown(ControllingPlayer))
            {
                if (selectedEntry < menuEntries.Count - 1)
                {
                    selectedEntry += 1;
                }
            }

            if (input.IsMenuUp(ControllingPlayer))
            {
                if (selectedEntry > 0)
                {
                    selectedEntry -= 1;
                }
            }

            if (input.IsMenuSelect(ControllingPlayer, out player))
            {
                menuEntries[selectedEntry].OnSelectEntry(player);
            }

            if (input.MouseGesture.HasFlag(MouseGestureType.LeftClick))
            {
                Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.Y);
                // iterate the entries to see if any were tapped
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    MenuEntry menuEntry = menuEntries[i];

                    if (GetMenuEntryHitBounds(menuEntry).Contains(clickLocation))
                    {
                        // select the entry. since gestures are only available on Windows Phone,
                        // we can safely pass PlayerIndex.One to all entries since there is only
                        // one player on Windows Phone.
                        OnSelectEntry(i, PlayerIndex.One);
                    }
                }
            }

            if (input.MouseGesture.HasFlag(MouseGestureType.Move))
            {
                Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.Y);
                // iterate the entries to see if any were tapped
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    MenuEntry menuEntry = menuEntries[i];

                    if (GetMenuEntryHitBounds(menuEntry).Contains(clickLocation))
                    {
                        // select the entry. since gestures are only available on Windows Phone,
                        // we can safely pass PlayerIndex.One to all entries since there is only
                        // one player on Windows Phone.
                        //OnSelectEntry(i, PlayerIndex.One);
                        selectedEntry = i;
                    }
                }
            }

            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {
                    // convert the position to a Point that we can test against a Rectangle
                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
                        {
                            // select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only
                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }
        }
Example #11
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 #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)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {

                keyPos.Y--;
                if (keyPos.Y < 0)
                {
                    keyPos.Y = keys.Length - 1;
                }
            }

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

                keyPos.Y++;
                if (keyPos.Y > keys.Length-1)
                {
                    keyPos.Y = 0;
                }
            }

             PlayerIndex playerIndex;

             if (input.IsMenuRight(ControllingPlayer))
             {
                 keyPos.X++;
                 if (keyPos.X > keys[(int)keyPos.Y].Length - 1)
                 {
                     keyPos.X = 0;
                 }
             }

             if (input.IsMenuLeft(ControllingPlayer))
             {
                 keyPos.X--;
                 if (keyPos.X < 0)
                 {
                     keyPos.X = keys[(int)keyPos.Y].Length - 1;
                 }
             }

            // Move to the next menu entry?
               //          public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer,
             //                                            out PlayerIndex playerIndex)
            if ( input.IsNewButtonPress(Buttons.Y,ControllingPlayer, out playerIndex) )
            {
                playerNameChars[selectedEntry] = ' ';
                selectedEntry = Math.Min(selectedEntry + 1, numNameChars - 1);

                playerNameMenuEntry.Text = (new string(playerNameChars, 0, playerNameChars.Length));
            }

            // 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.

            if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out playerIndex) )
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsNewButtonPress(Buttons.B, ControllingPlayer, out playerIndex) ||
                input.IsNewButtonPress(Buttons.X, ControllingPlayer, out playerIndex)
                )
            {
                OnCancel(playerIndex);
            }
            else if (input.IsNewButtonPress(Buttons.Start, ControllingPlayer, out playerIndex))
            {
                CompleteEntry();
            }
        }
        /// <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(InputState input)
        {
            // Check if the user's input is null and throw an exception if it is
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile
            KeyboardState keyboardState = input.CurrentKeyboardStates;

            // Checks to see if the user hit the pause button (esc)
            if (input.IsPauseGame())
            {
                // Add a new screen on top of our current screen to display the pause menu
                ScreenManager.AddScreen(new PauseMenuScreen());
            }

            // Check to see if our menu selection key was hit (Z)
            if (input.IsMenuSelect())
            {
                // Check to see if the player already has the move they are on in the selection screen equipped
                if (PlayerInfo.Moves.Contains(selectedMove))
                {
                    // Get the index of this move and remove it from the player's currently equipped moves
                    int index = Array.IndexOf(PlayerInfo.Moves, selectedMove);
                    PlayerInfo.Moves[index] = -1;
                }
                // Otherwise, if there is an open slot for equipping a new move
                else if (PlayerInfo.Moves.Contains(-1))
                {
                    // Get the index of the open slot and fill it with the new selected index
                    int index = Array.IndexOf(PlayerInfo.Moves, -1);
                    PlayerInfo.Moves[index] = selectedMove;
                }
            }
            // Check to see if the start button (enter) was pressed and if the player has any moves equipped (I.E anything with an index greater than -1)
            if (input.IsStartButton() && Array.Exists(PlayerInfo.Moves, selectedMove => selectedMove > -1))
            {
                // Load the next match
                LoadingScreen.Load(ScreenManager, false, new MatchupInfoScreen());
            }
            // Check to see if the up arrow key was hit
            if (input.IsMenuUp())
            {
                // Decrement the selected move
                selectedMove--;

                // Wrap the selected move around if the user goes beyond the minimum moves
                if (selectedMove < 0)
                {
                    selectedMove = maxMoves - 1;
                }
            }
            // Check to see if the down arrow key was hit
            if (input.IsMenuDown())
            {
                // Increment the selected move
                selectedMove++;

                // Wrap back around if the player goes beyond the maximum amount of moves
                if (selectedMove >= maxMoves)
                {
                    selectedMove = 0;
                }
            }
        }