public Evaluate ( InputState state, System |
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state | InputState | The InputState to test for the action. |
controllingPlayer | System |
The player to test, or null to allow any player. |
player | PlayerIndex | If controllingPlayer is null, this is the player that performed the action. |
return | bool |
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex = default(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 (menuSelect.Evaluate(input, ControllingPlayer, ref playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) { Accepted(this, new PlayerIndexEventArgs(playerIndex)); } ExitScreen(); } else if (menuCancel.Evaluate(input, ControllingPlayer, ref playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) { Cancelled(this, new PlayerIndexEventArgs(playerIndex)); } ExitScreen(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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 = default(PlayerIndex); // Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, ref playerIndex)) { selectedEntry -= 1; if (selectedEntry < 0) { selectedEntry = m_menuEntries.Count - 1; } } // Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, ref playerIndex)) { selectedEntry += 1; if (selectedEntry >= m_menuEntries.Count) { selectedEntry = 0; } } if (menuSelect.Evaluate(input, ControllingPlayer, ref playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (menuCancel.Evaluate(input, ControllingPlayer, ref playerIndex)) { OnCancel(playerIndex); } }