protected override void Update(GameTime gameTime) { var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; var gamePadState = GamePad.GetState(PlayerIndex.One); var keyboardState = Keyboard.GetState(); // For Mobile devices, this logic will close the Game when the Back button is pressed if (gamePadState.Buttons.Back == ButtonState.Pressed || keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } _timeLabel.Text = string.Format("{0:yyyy-MM-dd HH:mm:ss}", DateTime.Now); _gui.Update(deltaTime); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; //var newGamePad = GamePad.GetState(PlayerIndex.One); //_keyboardManager._newKeyboardState = Keyboard.GetState(); MouseState newMouseState = Mouse.GetState(); // For Mobile devices, this logic will close the Game when the Back button is pressed //if (newGamePad.Buttons.Back == ButtonState.Pressed || _keyboardManager._newKeyboardState.IsKeyDown(Keys.Escape)) // Exit(); /* * * * if (_keyboardManager.IsKeyDown(Keys.Z)) // Press 'z' to zoom out. * ViewZoom = Math.Min(1.1f * ViewZoom, 20.0f); * else if (_keyboardManager.IsKeyDown(Keys.X)) // Press 'x' to zoom in. * ViewZoom = Math.Max(0.9f * ViewZoom, 0.02f); * else if (_keyboardManager.IsNewKeyPress(Keys.R)) // Press 'r' to reset. * Restart(); * else if (_keyboardManager.IsNewKeyPress(Keys.P) || newGamePad.IsButtonDown(Buttons.Start) && _oldGamePad.IsButtonUp(Buttons.Start)) // Press I to prev test. * _settings.Pause = !_settings.Pause; * else if (_keyboardManager.IsNewKeyPress(Keys.I) || newGamePad.IsButtonDown(Buttons.LeftShoulder) && _oldGamePad.IsButtonUp(Buttons.LeftShoulder)) * { * --_testSelection; * if (_testSelection < 0) * _testSelection = _testCount - 1; * } * * * else if (_keyboardManager.IsKeyDown(Keys.Left)) // Press left to pan left. * ViewCenter = new Vector2(ViewCenter.X - 0.5f, ViewCenter.Y); * else if (_keyboardManager.IsKeyDown(Keys.Right)) // Press right to pan right. * ViewCenter = new Vector2(ViewCenter.X + 0.5f, ViewCenter.Y); * else if (_keyboardManager.IsKeyDown(Keys.Down)) // Press down to pan down. * ViewCenter = new Vector2(ViewCenter.X, ViewCenter.Y - 0.5f); * else if (_keyboardManager.IsKeyDown(Keys.Up)) // Press up to pan up. * ViewCenter = new Vector2(ViewCenter.X, ViewCenter.Y + 0.5f); * else if (_keyboardManager.IsNewKeyPress(Keys.Home)) // Press home to reset the view. * ResetView(); * else if (_keyboardManager.IsNewKeyPress(Keys.F1)) * EnableOrDisableFlag(DebugViewFlags.Shape); * else if (_keyboardManager.IsNewKeyPress(Keys.F2)) * EnableOrDisableFlag(DebugViewFlags.DebugPanel); * else if (_keyboardManager.IsNewKeyPress(Keys.F3)) * EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); * else if (_keyboardManager.IsNewKeyPress(Keys.F4)) * EnableOrDisableFlag(DebugViewFlags.AABB); * else if (_keyboardManager.IsNewKeyPress(Keys.F5)) * EnableOrDisableFlag(DebugViewFlags.CenterOfMass); * else if (_keyboardManager.IsNewKeyPress(Keys.F6)) * EnableOrDisableFlag(DebugViewFlags.Joint); * else if (_keyboardManager.IsNewKeyPress(Keys.F7)) * { * EnableOrDisableFlag(DebugViewFlags.ContactPoints); * EnableOrDisableFlag(DebugViewFlags.ContactNormals); * } * else if (_keyboardManager.IsNewKeyPress(Keys.F8)) * EnableOrDisableFlag(DebugViewFlags.PolygonPoints); * else if (_keyboardManager.IsNewKeyPress(Keys.F9)) * EnableOrDisableFlag(DebugViewFlags.PolygonPoints); * else * { * if (_test != null) * _test.Keyboard(_keyboardManager); * } * * if (_test != null) * _test.Mouse(newMouseState, _oldMouseState); * * if (_test != null && newGamePad.IsConnected) * _test.Gamepad(newGamePad, _oldGamePad); * * * * _keyboardManager._oldKeyboardState = _keyboardManager._newKeyboardState; * _oldMouseState = newMouseState; * _oldGamePad = newGamePad; */ if (_test != null) { _test.TextLine = 30; _test.Update(_settings, gameTime); } _gui.Update(deltaTime); base.Update(gameTime); }