public static void Update(double totalMS, double frameMS) { SortControlsByInfo(); var first = Gumps.First; while (first != null) { var next = first.Next; Control g = first.Value; g.Update(totalMS, frameMS); if (g.IsDisposed) { Gumps.Remove(first); } first = next; } GameCursor?.Update(totalMS, frameMS); HandleKeyboardInput(); HandleMouseInput(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } GameCursor.Update(gameTime); Screens.ScreenManager.Update(gameTime); base.Update(gameTime); }
public static void Update(double totalMS, double frameMS) { SortControlsByInfo(); for (int i = 0; i < Gumps.Count; i++) { Control g = Gumps[i]; g.Update(totalMS, frameMS); if (g.IsDisposed) { Gumps.RemoveAt(i--); } } GameCursor?.Update(totalMS, frameMS); HandleKeyboardInput(); HandleMouseInput(); }
public static void Update(double totalMS, double frameMS) { SortControlsByInfo(); var first = Gumps.First; for (var right = first.Next; first != null; first = right, right = right?.Next) { Control g = first.Value; g.Update(totalMS, frameMS); if (g.IsDisposed) { Gumps.Remove(first); } } GameCursor?.Update(totalMS, frameMS); HandleKeyboardInput(); HandleMouseInput(); }
public void Update(double totalMS, double frameMS) { SortControlsByInfo(); for (int i = 0; i < _gumps.Count; i++) { Control g = _gumps[i]; if (!g.IsInitialized && !g.IsDisposed) { g.Initialize(); } g.Update(totalMS, frameMS); if (g.IsDisposed) { _gumps.RemoveAt(i--); } } GameCursor?.Update(totalMS, frameMS); HandleKeyboardInput(); HandleMouseInput(); }