protected override void Update(GameTime gameTime) { float frameTime = (float)gameTime.ElapsedGameTime.TotalSeconds; m_Mouse.Update(frameTime); m_Pad.Update(frameTime); #if WINDOWS_PHONE m_PadActive = false; #elif WINDOWS m_PadActive = m_Pad.IsActive(); #elif XBOX m_PadActive = true; #endif if (m_PadActive) { if (m_Pad.CheckButton(InputPadButtons.LBumper) == InputState.Pressed) { Prev(); } if (m_Pad.CheckButton(InputPadButtons.RBumper) == InputState.Pressed) { Next(); } if (m_Pad.CheckButton(InputPadButtons.A) == InputState.Pressed) { Play(); } if (m_Pad.CheckButton(InputPadButtons.B) == InputState.Pressed) { Stop(); } } // Allows the game to exit, WP7 can pick this up as well. if (m_Pad.CheckButton(InputPadButtons.Back) == InputState.Pressed) { this.Exit(); } if (m_Mouse.CheckButton(InputMouseButtons.Left) == InputState.Pressed) { int selectedButton = -1; for (int i = 0; i < 4; i++) { if (m_Mouse.GetX() > m_ButtonLocations[i].X && m_Mouse.GetX() < m_ButtonLocations[i].X + m_Buttons[i].Width && m_Mouse.GetY() > m_ButtonLocations[i].Y && m_Mouse.GetY() < m_ButtonLocations[i].Y + m_Buttons[i].Height) { selectedButton = i; break; } } if (selectedButton != -1) { switch (selectedButton) { case 0: { Prev(); break; } case 1: { Play(); break; } case 2: { Stop(); break; } case 3: { Next(); break; } } } } m_ProgressPercentage = m_Player.GetProgress(); base.Update(gameTime); }