/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); PlayerIndex index; if (input.IsNewKeyPress(Microsoft.Xna.Framework.Input.Keys.Enter, null, out index)) StartGameSelected(null, new PlayerIndexEventArgs(index)); }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputState input) { if (input.IsMenuMouseHover(new Rectangle((int)yesPosition.X, (int)yesPosition.Y, 200, 100))) yesActive = true; else yesActive = false; if (input.IsMenuMouseHover(new Rectangle((int)noPosition.X, (int)noPosition.Y, 200, 100))) noActive = true; else noActive = false; if(input.IsMenuMouseClicked(new Rectangle((int)noPosition.X,(int)noPosition.Y, 200,100))) { if( Cancelled != null ) Cancelled(this, new PlayerIndexEventArgs(PlayerIndex.One)); ExitScreen(); } if (input.IsMenuMouseClicked(new Rectangle((int)yesPosition.X, (int)yesPosition.Y, 200, 100))) { if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(PlayerIndex.One)); ExitScreen(); } 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(); } }
/// <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> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> 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; MouseState mouseState = input.CurrentMouseState; if (firstTimeHandleInput) { wasMousePressedWhenVictory = mouseState.LeftButton == ButtonState.Pressed; firstTimeHandleInput = false; } else { if (mouseState.LeftButton == ButtonState.Released) wasMousePressedWhenVictory = false; PlayerIndex index; if (input.IsNewKeyPress(Keys.Tab, null, out index)) { AddGraphScreen(); } if (input.IsNewKeyPress(Keys.Escape, null, out index) || input.IsNewKeyPress(Keys.Enter, null, out index)) { InputState.waitForRelease(); userCancelled = true; } } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { // 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; foreach (MenuEntry m in menuEntries) { if (input.IsMenuMouseHover(m.GetRange(this))) { selectedEntry = menuEntries.IndexOf(m); if( input.IsMenuMouseClicked(m.GetRange(this)) ) { OnSelectEntry(selectedEntry, 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; } if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }