/// <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); } }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
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(); } }
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); } }