Esempio n. 1
0
        /// <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");

            if (InputDeviceState.LeftButton)
            {
                MouseState mouseState = Mouse.GetState();
                foreach (Tile tile in tiles)
                    tile.CheckPress(mouseState);
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            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!

            PlayerIndex pIndex;

            if (input.IsMenuCancel(ControllingPlayer, out pIndex))
                OnCancel(pIndex);

            if (input.IsDashboard(ControllingPlayer, out pIndex))
                ShowDash(pIndex);
        }
Esempio n. 2
0
        /// <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.IsPauseGame(ControllingPlayer))
                ExitScreen();
            PlayerIndex pIndex;

            if (input.IsMenuCancel(ControllingPlayer, out pIndex) || input.IsDashboard(ControllingPlayer, out pIndex))
                ExitScreen();

            if (InputDeviceState.LeftButton)
            {
                MouseState mouseState = Mouse.GetState();
                Point point = new Point( mouseState.X, mouseState.Y);
                if (!calendarBox.Contains(point) && !credBox.Contains(point) && !moneyBox.Contains(point))
                    ExitScreen();
            }
                calendar.HandleInput();
        }