Example #1
0
        public virtual bool HandleMouseInput(InputState input)
        {
            var paintedArea = mRectangle;
            paintedArea.Y -= (int)mOrigin.Y;
            paintedArea.X += (int)Padding.X;
            if (paintedArea.Contains(input.CurrentMouseState.X, input.CurrentMouseState.Y) && input.IsNewMouseState() && State != UIState.Inactive)
            {
                if (input.IsNewRightMouseClick() || input.IsNewLeftMouseClick())
                    OnPressedElement(PlayerIndex.One, 0);
                return true;
            }

            return false;
        }
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)
        {
            var before = selectedEntry;

            // 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;
            }

            int yPosition = 150;
            bool pressed = false;
            for (int i = 0; i < menuEntries.Count; i++)
            {
                if (input.LastMouseState.Y > yPosition - menuEntries[i].GetHeight(this)/2 && input.IsNewMouseState() &&
                    input.LastMouseState.Y < yPosition + menuEntries[i].GetHeight(this)/2)
                {
                    selectedEntry = i;
                    pressed = input.IsNewLeftMouseClick();
                    break;
                }
                yPosition += menuEntries[i].GetHeight(this);
            }

            if(selectedEntry != before)
            {
                AudioSettings settings = (ScreenManager.Game as HalfCakedGame).CurrentProfile.Audio;
                EntryFocusChanged.Play(settings.SoundEffectsVolume / 500f, 0f, 0f);
            }

            // 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) || pressed)
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Example #3
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            ScreenManager.Game.IsMouseVisible = true;

            PlayerIndex playerIndex;
            int state = -2;
            var prevButton = mSelectedButton;

            if (input.IsNextButton(ControllingPlayer))
            {
                do
                    mSelectedButton = (mSelectedButton + 1) % Buttons.Count;
                while(Buttons[mSelectedButton].State == Button.ButtonState.Inactive);
            }
            if (input.IsPreviousButton(ControllingPlayer))
            {
                do
                    mSelectedButton = (mSelectedButton - 1 + Buttons.Count) % Buttons.Count;
                while(Buttons[mSelectedButton].State == Button.ButtonState.Inactive);
            }

            for(int i = 0; i < Buttons.Count; i++)
                if (Buttons[i].Contains(input.CurrentMouseState.X, input.CurrentMouseState.Y) && input.IsNewMouseState()
                    && Buttons[i].State != Button.ButtonState.Inactive)
                {
                    mSelectedButton = i;
                    if (input.IsNewLeftMouseClick())
                    {
                        state = i;
                    }
                }

            if (prevButton != mSelectedButton)
            {
                Buttons[prevButton].State = Button.ButtonState.Active;
                Buttons[mSelectedButton].State = Button.ButtonState.Selected;
            }

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex) && !input.IsNewLeftMouseClick())
            {
                state = mSelectedButton;
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                state = -1;
            }

            switch (state)
            {
                case -2:
                    break;
                case -1:
                    if (Cancelled != null)
                        Cancelled(this, new PlayerIndexEventArgs(PlayerIndex.One));

                    ExitScreen();
                    break;
                default:
                    ExitScreen();
                    Buttons[state].RaiseEvent();
                    break;
            }
        }
Example #4
0
        public override bool HandleMouseInput(InputState input)
        {
            var paintedArea = mRectangle;
            paintedArea.Y -= (int)Padding.Y;
            paintedArea.X -= (int)Padding.X;
            paintedArea.Height += 2*(int)Padding.Y;
            paintedArea.Width += 2 * (int)Padding.X;

            if (paintedArea.Contains(input.CurrentMouseState.X, input.CurrentMouseState.Y) && State != UIState.Inactive)
            {
                if (!input.IsNewMouseState())
                    return false;
                else if (input.IsNewLeftMouseClick() || input.IsNewRightMouseClick())
                {
                    OnPressedElement(PlayerIndex.One, 0);
                }
                return true;
            }

            return false;
        }