public void UpdateInput(InputState input)
        {
            foreach (var control in controls)
            {

                control.Value.UpdateInput(input);

            }
        }
        /// <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 = 0;

            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);
            }
            else
            {
                // TODO: DO MOVEMENTS ETC ETC

                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                    movement.X--;

                if (keyboardState.IsKeyDown(Keys.Right))
                    movement.X++;

                if (keyboardState.IsKeyDown(Keys.Up))
                    movement.Y--;

                if (keyboardState.IsKeyDown(Keys.Down))
                    movement.Y++;

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (movement.Length() > 1)
                    movement.Normalize();

                //playerPosition += movement * 2;
            }
        }
Esempio n. 3
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 public virtual void UpdateInput(InputState input)
 {
 }
Esempio n. 4
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        public override void UpdateInput(InputState input)
        {
            if (Enabled)
            {
                //KeyboardState keyboardState = input.CurrentKeyboardStates[0];

                MouseState mouseState = Mouse.GetState();

                    if (ContainsPos(new Vector2(mouseState.X, mouseState.Y)))
                    {

                        //TODO handle down etc..

                        if(mouseState.LeftButton.Equals(ButtonState.Pressed)){

                            Status = ButtonStatus.Clicked;
                            if(Clicked != null){
                                //fire  click event!
                                Clicked(this, EventArgs.Empty);
                            }

                        }else{
                            Status = ButtonStatus.Hover;

                        }

                    }else{
                        Status = ButtonStatus.Idle;

                    }

             }
        }
 /// <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)
 {
 }
        /// <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))
            {
                selectedEntry--;

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

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                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.
            PlayerIndex playerIndex;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, EventArgs.Empty);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(EventArgs.Empty);
            }
        }
        /// <summary>
        /// Responds to user input
        /// </summary>
        public override void HandleInput(InputState input)
        {
                        
            //TODO

        }
        /// <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 = 0;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            KeyboardState prevKeyboardState = input.LastKeyboardStates[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);
            }
            else if (keyboardState.IsKeyDown(Keys.P) && !prevKeyboardState.IsKeyDown(Keys.P))
            {
                this.ExitScreen();
            }
            else
            {
                //if (keyboardState.IsKeyDown(Keys.Escape))
                //    this.ExitScreen();

            }

            controls.UpdateInput(input);
        }