public void HandleInput(ChessGameController gameController) { if (gameController.ActivePlayer.TeamColor == TeamColor) { InputHandler.HandleInput(gameController); } }
protected override void Update(GameTime gameTime) { if (this.IsActive) { if (_wasInactive) { _inputHandler.InitiateInput(); } _wasInactive = false; _inputHandler.HandleInput(_playerCommandQueue); } else { _wasInactive = true; } while (_playerCommandQueue.Count > 0) { _playerCommandQueue.Dequeue().Execute(_playerOne, (float)gameTime.ElapsedGameTime.TotalSeconds); } if (_playerOne.HasFullscreen() != _graphicsDeviceManager.IsFullScreen) { _graphicsDeviceManager.ToggleFullScreen(); _graphicsDeviceManager.ApplyChanges(); } if (_playerOne.HasQuit() || Keyboard.GetState().IsKeyDown(Keys.Escape) || GamePad.GetState(0).IsButtonDown(Buttons.Start)) { Exit(); } base.Update(gameTime); }
public void Update(GameTime gameTime, IInputHandler input, bool otherWindowHasFocus) { //Make a copy of the master screen list, to avoid confusion if the process of updating one screen adds or removes others. ScreensToUpdate.Clear(); //Update the top screen separate from all other screens. if (null != TopScreen) { TopScreen.Update(gameTime, false, false); input.HandleInput(TopScreen); } for (int i = 0; i < Screens.Count; i++) { ScreensToUpdate.Add(Screens[i]); } bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (ScreensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. var screen = ScreensToUpdate[ScreensToUpdate.Count - 1]; ScreensToUpdate.RemoveAt(ScreensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherWindowHasFocus, coveredByOtherScreen); //If the screen is active, let it check the input if (screen.IsActive) { input.HandleInput(screen); //If this is a covering screen, let other screens know they are covered. if (screen.CoverOtherScreens) { coveredByOtherScreen = true; } } } }
public string Handle() { if (Request.Form.Count > 0) { string input = Request.Form["inputText"]; _inputHandler.HandleInput(input); return(_outputHandler.GetOutput()); } return(""); }
public void Update() { if (_ready) { _cameraInputHandler.HandleInput(); while (_commands.Count > 0) { _commands.Dequeue().Execute(); CameraEventManager.CameraPositionChanged(new Vector3(_newPosition.x, _newZoom.y, _newPosition.z)); } UpdateCameraAndEnsureBounds(); } }
void Update() { if (isGameActive) { if (!isPaused) { timer.HandleTimer(); HandleStandaloneInput(); inputHandler.HandleInput(); } if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Pause)) { ChangePauseState(); } } }
private void HandleInput() { var input = inputHandler.HandleInput(); SendTrigger(input); }