// Move the camera's position based on input public void HandleInput(InputState inputState, PlayerIndex?controllingPlayer) { Vector2 cameraMovement = Vector2.Zero; if (inputState.IsScrollLeft(controllingPlayer)) { cameraMovement.X = -1; } else if (inputState.IsScrollRight(controllingPlayer)) { cameraMovement.X = 1; } if (inputState.IsScrollUp(controllingPlayer)) { cameraMovement.Y = -1; } else if (inputState.IsScrollDown(controllingPlayer)) { cameraMovement.Y = 1; } if (inputState.IsZoomIn(controllingPlayer)) { AdjustZoom(0.25f); } else if (inputState.IsZoomOut(controllingPlayer)) { AdjustZoom(-0.25f); } // to match the thumbstick behavior, we need to normalize non-zero vectors in case the user // is pressing a diagonal direction. if (cameraMovement != Vector2.Zero) { cameraMovement.Normalize(); } // scale our movement to move 25 pixels per second cameraMovement *= 25f; // move the camera MoveCamera(cameraMovement, true); }
// Move the camera's position based on input internal void HandleInput( InputState inputState, PlayerIndex? controllingPlayer ) { Vector2 cameraMovement = Vector2.Zero; if ( inputState.IsScrollLeft( controllingPlayer ) ) { cameraMovement.X = -1; } else if ( inputState.IsScrollRight( controllingPlayer ) ) { cameraMovement.X = 1; } if ( inputState.IsScrollUp( controllingPlayer ) ) { cameraMovement.Y = -1; } else if ( inputState.IsScrollDown( controllingPlayer ) ) { cameraMovement.Y = 1; } if ( inputState.IsZoomIn( controllingPlayer ) ) { AdjustZoom( 0.25f ); } else if ( inputState.IsZoomOut( controllingPlayer ) ) { AdjustZoom( -0.25f ); } // to match the thumbstick behavior, we need to normalize non-zero vectors in case the user // is pressing a diagonal direction. if ( cameraMovement != Vector2.Zero ) { cameraMovement.Normalize(); } // scale our movement to move 25 pixels per second cameraMovement *= 25f; // move the camera MoveCamera( cameraMovement, true ); }