/// <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.MenuUp ) { AudioManager.PlayCue( "Menu_Accept" ); selectedEntry--; if( selectedEntry < 0 ) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if( input.MenuDown ) { AudioManager.PlayCue( "Menu_Accept" ); selectedEntry++; if( selectedEntry >= menuEntries.Count ) selectedEntry = 0; } // Accept or cancel the menu? if( input.MenuSelect ) { OnSelectEntry( selectedEntry ); } else if( input.MenuCancel ) { OnCancel(); } }
/// <summary> /// Responds to user input. /// </summary> public override void HandleInput( InputState input ) { if( input.MenuSelect ) { ExitScreen(); ScreenManager.AddScreen( new TitleScreen() ); } else if( input.MenuCancel ) { OnCancel(); } }
/// <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 ) { }