/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { var touches = TouchPanel.GetState(); if( touches.Count == 1) { var touch = touches[0]; var position = GetOffsetPosition(touch.Position,false); if(touch.State == TouchLocationState.Pressed || touch.State == TouchLocationState.Moved) { for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if(menuEntry.Frame.Contains(position)) selectedEntry = i; } } else if (touch.State == TouchLocationState.Released ) { for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if(menuEntry.Frame.Contains(position)) { selectedEntry = i; OnSelectEntry(i, PlayerIndex.One); } } } } // 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); } }
/// <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) { }
/// <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(); } }