Example #1
0
 public override void HandleInput(InputState input)
 {
     base.HandleInput(input);
 }
Example #2
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;

                if (input.IsMenuSelect(playerIndex))
                {
                    HandleMenuSelect(gamer);
                }
                else if (input.IsMenuCancel(playerIndex))
                {
                    HandleMenuCancel(gamer);
                }
                if (input.IsNewKeyPress(Keys.Tab))
                {
                    // Get some message from the user to send.
                    Guide.BeginShowKeyboardInput(playerIndex, "Send Message",
                        "Type the message you wish to broadcast.", "", SendMessage, null);
                }
            }
        }
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)
        {
            // Move to the previous menu entry?
            if (input.MenuUp)
            {

                selectedEntry--;

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

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

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

            // Accept or cancel the menu?
            if (input.MenuSelect)
            {
                if(isRespawnScreen == false)
                    OnSelectEntry(selectedEntry);
            }
            else if (input.MenuCancel)
            {
                if (isRespawnScreen == false)
                    OnCancel();
            }
        }
Example #4
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input.MenuSelect)
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, EventArgs.Empty);

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

                ExitScreen();
            }
        }
Example #5
0
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(InputState input)
 {
 }