public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
public override void HandleInput(InputState input) { if(input.IsPauseGame(ControllingPlayer)) { alphaValueBackground = 1; alphaValueText = 1; } }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen()); } }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; int pIndex = (int)ControllingPlayer.Value; GamePadState gamePadState = input.CurrentGamePadStates[pIndex]; if (gamePadState.IsConnected) { gamepadConnected = true; } else gamepadConnected = false; if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
/// <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)) { sounds.playSoundEffect("move", 1); selectedEntry = (selectedEntry - 1 + menuEntries.Count) % menuEntries.Count; //Modulus FTW. } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { sounds.playSoundEffect("move", 1); selectedEntry = (selectedEntry + 1) % menuEntries.Count; } // 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)) { sounds.playSoundEffect("cancel", 1); OnCancel(playerIndex); } }
/// <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) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } }
/// <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) { }