Esempio n. 1
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput( InputState input )
        {
            PlayerIndex 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 ( input.IsMenuSelect( ControllingPlayer, out playerIndex ) )
              {
            // Raise the accepted event, then exit the message box.
            if ( Accepted != null )
              Accepted( this, new PlayerIndexEventArgs( playerIndex ) );

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

            ExitScreen();
              }
        }
Esempio n. 2
0
 /// <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 )
 {
 }
Esempio n. 3
0
        /// <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, playerIndex );
              }
              else if ( input.IsMenuCancel( ControllingPlayer, out playerIndex ) )
              {
            OnCancel( playerIndex );
              }
        }
Esempio n. 4
0
        public override void HandleInput( InputState input )
        {
            if ( input == null )
            throw new ArgumentNullException( "input" );

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

              KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
              GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

              bool gamePadDisconnected = !gamePadState.IsConnected &&
                                 input.GamePadWasConnected[playerIndex];

              if ( input.IsPauseGame( ControllingPlayer ) || gamePadDisconnected )
              {
            //ScreenManager.AddScreen( new PauseMenuScreen(), ControllingPlayer );
            ZombieCraft.Instance.Exit();
              }
              else
              {
            float mouseZoomSensitivity = 1f;
            float triggerZoomSensitivity = 9f;

            Vector3 zoomVector = Vector3.Normalize( new Vector3( 0, 1, 1 ) );

            // camera zoom (controller)
            float zoom = triggerZoomSensitivity * ( input.CurrentGamePadStates[0].Triggers.Left -
                                                input.CurrentGamePadStates[0].Triggers.Right );

            // camera zoom (mouse wheel)
            float lastScrollValue = scrollValue;
            scrollValue = Mouse.GetState().ScrollWheelValue;
            if ( lastScrollValue != scrollValue )
              zoom = mouseZoomSensitivity * ( lastScrollValue - scrollValue );

            Camera camera = InstancedModelDrawer.Camera;
            camera.Position += zoomVector * zoom;

            // clamp zoom
            float lookLength = ( camera.Position - camera.Target ).Length();
            if ( lookLength < closeZoom || camera.Position.Y < 0 )
              camera.Position = camera.Target + closeZoom * zoomVector;
            else if ( lookLength > farZoom )
              camera.Position = camera.Target + farZoom * zoomVector;

            // camera pan (controller)
            float panSensitivity = 5f;
            if ( gamePadState.ThumbSticks.Left.X != 0 )
            {
              float movement = panSensitivity * gamePadState.ThumbSticks.Left.X;
              camera.Target.X += movement;
              camera.Position.X += movement;
            }
            if ( gamePadState.ThumbSticks.Left.Y != 0 )
            {
              float movement = panSensitivity * -gamePadState.ThumbSticks.Left.Y;
              camera.Target.Z += movement;
              camera.Position.Z += movement;
            }

            // place beacon with controller
            if ( input.IsNewButtonPress( Buttons.A, PlayerIndex.One ) )
              PlaceBeacon( 0 );
            if ( input.IsNewButtonPress( Buttons.B, PlayerIndex.One ) )
              PlaceBeacon( 1 );
            if ( input.IsNewButtonPress( Buttons.X, PlayerIndex.One ) )
              PlaceBeacon( 2 );
            if ( input.IsNewButtonPress( Buttons.Y, PlayerIndex.One ) )
              RemoveLastBeacon();

            // click to set target position
            MouseState mouseState = Mouse.GetState();
            if ( mouseState.LeftButton == ButtonState.Pressed )
              PlaceBeacon( 0 );
            if ( mouseState.RightButton == ButtonState.Pressed )
              RemoveLastBeacon();
              }
        }