Esempio n. 1
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 public override void HandleInput(InputManager input)
 {
     if (handleInput && (input.IsMenuCancel() || input.IsMenuSelect() ) )
     {
         this.TransitionOffTime = TimeSpan.FromSeconds(0.0);
         elapsed = maxTime;
     }
 }
Esempio n. 2
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputManager input)
        {
            if (input.IsNewKeyPress(Keys.Left))     selected = ( selected - 1 + places.Count ) % places.Count;
            if (input.IsNewKeyPress(Keys.Right)) selected = (selected + 1) % places.Count;

            if (input.IsMenuSelect())
            {
                LevelManager.Instance.GoTo(places[ selected ]);
                LoadingScreen.Load(ScreenManager, false, new PlayScreen());
            }
            else if (input.IsMenuCancel())
            {
                ExitScreen();
            }
        }
Esempio n. 3
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 /// <summary>
 /// Responds to user input, changing the selected entry and accepting
 /// or cancelling the menu.
 /// </summary>
 public override void HandleInput(InputManager input)
 {
     if (input.IsMenuSelect() || input.IsMenuCancel())
         OnCancel();
 }
Esempio n. 4
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        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputManager input)
        {
            // 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())
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new EventArgs());

                ExitScreen();
            }
            else if (input.IsMenuCancel())
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new EventArgs());

                ExitScreen();
            }
        }
Esempio n. 5
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 public override void HandleInput(InputManager input)
 {
     if (input.IsMenuCancel() || input.IsMenuSelect() )
     {
         TransitionOnTime = TimeSpan.FromSeconds(0.0);
         TransitionOffTime = TimeSpan.FromSeconds(0.0);
         elapsed = 2000;
         yOffset = 120;
         backgroundAlpha = 0.0f;
         scaleOffset = 0.519999f;
     }
 }
Esempio n. 6
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputManager input)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp())
            {
                SoundManager.PlaySound(SoundManager.SOUND_MENU_UP);

                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown())
            {
                SoundManager.PlaySound(SoundManager.SOUND_MENU_DOWN);

                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            // 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.

            if (input.IsMenuSelect())
            {
                if (selectedEntry == menuEntries.Count - 1 && lastOptionExit)
                    SoundManager.PlaySound(SoundManager.SOUND_MENU_CANCEL);
                else
                    SoundManager.PlaySound(SoundManager.SOUND_MENU_CONFIRM);

                OnSelectEntry(selectedEntry);
            }
            else if (input.IsMenuCancel())
            {
                SoundManager.PlaySound(SoundManager.SOUND_MENU_CANCEL);

                OnCancel();
            }
        }
Esempio n. 7
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        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputManager input)
        {
            // Only if we are currently answering
            if (status == ChatStatus.PlayerAnswer)
            {
                // Move to the previous menu entry?
                if (input.IsMenuUp())
                {
                    selectedEntry--;

                    if (selectedEntry < 0)
                        selectedEntry = answers.Count - 1;
                }

                // Move to the next menu entry?
                if (input.IsMenuDown())
                {
                    selectedEntry++;

                    if (selectedEntry >= answers.Count)
                        selectedEntry = 0;
                }
            }

            if (input.IsMenuSelect())
                OnSelectEntry(selectedEntry);
        }