public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex pi; if(input.TapPosition.HasValue || input.IsMenuCancel(null, out pi) || input.IsNewButtonPress(Buttons.Back, null, out pi)) ExitScreen(); base.HandleInput(gameTime, input); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // we cancel the current menu screen if the user presses the back button PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player) || input.IsMenuCancel(null, out player)) { OnCancel(player); } if (input.IsMenuUp(null)) selectedEntry -= 1; if (input.IsMenuDown(null)) selectedEntry += 1; if (input.IsMenuSelect(null, out player)) OnSelectEntry(selectedEntry, player); if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; // look for any taps that occurred and select any entries that were tapped foreach (GestureSample gesture in input.Gestures) { if (gesture.GestureType == GestureType.Tap) { // convert the position to a Point that we can test against a Rectangle Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); // iterate the entries to see if any were tapped for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation)) { // select the entry. since gestures are only available on Windows Phone, // we can safely pass PlayerIndex.One to all entries since there is only // one player on Windows Phone. OnSelectEntry(i, PlayerIndex.One); } } } } if (!ScreenManager.IsPhone) { Point mouseLocation = new Point(input.CurrentMouseState.X, input.CurrentMouseState.Y); for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if (GetMenuEntryHitBounds(menuEntry).Contains(mouseLocation)) { selectedEntry = i; // Mouse left click? if (input.CurrentMouseState.LeftButton == ButtonState.Released && input.LastMouseState.LeftButton == ButtonState.Pressed) { // select the entry. since gestures are only available on Windows Phone, // we can safely pass PlayerIndex.One to all entries since there is only // one player on Windows Phone. OnSelectEntry(i, PlayerIndex.One); } } } } }
public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex pi; if (input.IsMenuCancel(null, out pi) || input.IsNewKeyPress(Keys.Tab, null, out pi) || input.IsNewButtonPress(Buttons.Back, null, out pi)) this.ExitScreen(); base.HandleInput(gameTime, input); }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; // 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 our Accepted and // Cancelled events, so they can tell which player triggered them. if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } foreach (GestureSample gesture in input.Gestures) { if (gesture.GestureType == GestureType.Tap) { // convert the position to a Point that we can test against a Rectangle Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); if (okRect.Contains(tapLocation)) { if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } if (cancelRect.Contains(tapLocation)) { if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } } } }