/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputHelper 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(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputHelper input) { // 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 !XBOX // Mouse or touch on a menu item if (input.CurrentMouseState.X != input.LastMouseState.X || input.CurrentMouseState.Y != input.LastMouseState.Y) { int hoverIndex = GetMenuEntryAt(ref input.CurrentMouseState); if (hoverIndex > -1) { _selectedEntry = hoverIndex; } } if (input.CurrentMouseState.LeftButton == ButtonState.Released && input.LastMouseState.LeftButton == ButtonState.Pressed) { int index = GetMenuEntryAt(ref input.LastMouseState); if (index > -1) { _selectedEntry = index; OnSelectEntry(_selectedEntry, input.DefaultPlayerIndex); } } #endif // 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); } }
public override void HandleInput(InputHelper input) { if (input.CurrentKeyboardState.GetPressedKeys().Length > 0 || input.CurrentGamePadState.IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) || input.CurrentMouseState.LeftButton == ButtonState.Pressed) { _duration = TimeSpan.Zero; } }
public override void HandleGamePadInput(InputHelper input) { Vector2 force = 100*input.CurrentGamePadState.ThumbSticks.Left; _rectangles[0].Body.ApplyForce(force); float rotation = 200*input.CurrentGamePadState.Triggers.Left; _rectangles[0].Body.ApplyTorque(rotation); rotation = -200*input.CurrentGamePadState.Triggers.Right; _rectangles[0].Body.ApplyTorque(rotation); base.HandleGamePadInput(input); }
public override void HandleKeyboardInput(InputHelper input) { const float forceAmount = 100; Vector2 force = Vector2.Zero; if (input.CurrentKeyboardState.IsKeyDown(Keys.A)) { force += new Vector2(-forceAmount, 0); } if (input.CurrentKeyboardState.IsKeyDown(Keys.S)) { force += new Vector2(0, -forceAmount); } if (input.CurrentKeyboardState.IsKeyDown(Keys.D)) { force += new Vector2(forceAmount, 0); } if (input.CurrentKeyboardState.IsKeyDown(Keys.W)) { force += new Vector2(0, forceAmount); } _rectangles[0].Body.ApplyForce(force); const float torqueAmount = 200; float torque = 0; if (input.CurrentKeyboardState.IsKeyDown(Keys.E)) { torque += torqueAmount; } if (input.CurrentKeyboardState.IsKeyDown(Keys.Q)) { torque -= torqueAmount; } _rectangles[0].Body.ApplyTorque(torque); base.HandleKeyboardInput(input); }
public override void HandleInput(InputHelper input) { //Xbox if (input.IsNewButtonPress(Buttons.Start)) { EnableOrDisableFlag(DebugViewFlags.Shape); EnableOrDisableFlag(DebugViewFlags.DebugPanel); EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); } if (input.IsNewButtonPress(Buttons.Back)) { ExitScreen(); } //Windows if (input.IsNewKeyPress(Keys.F1)) { EnableOrDisableFlag(DebugViewFlags.Shape); } else if (input.IsNewKeyPress(Keys.F2)) { EnableOrDisableFlag(DebugViewFlags.DebugPanel); } else if (input.IsNewKeyPress(Keys.F3)) { EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); } else if (input.IsNewKeyPress(Keys.F4)) { EnableOrDisableFlag(DebugViewFlags.AABB); } else if (input.IsNewKeyPress(Keys.F5)) { EnableOrDisableFlag(DebugViewFlags.CenterOfMass); } else if (input.IsNewKeyPress(Keys.F6)) { EnableOrDisableFlag(DebugViewFlags.Joint); } else if (input.IsNewKeyPress(Keys.F7)) { EnableOrDisableFlag(DebugViewFlags.ContactPoints); EnableOrDisableFlag(DebugViewFlags.ContactNormals); } else if (input.IsNewKeyPress(Keys.F8)) { EnableOrDisableFlag(DebugViewFlags.PolygonPoints); } if (input.IsNewKeyPress(Keys.Escape)) { ExitScreen(); } if (World != null) { #if XBOX GamePad(input.CurrentGamePadState, input.LastGamePadState); #else Mouse(input); #endif } base.HandleInput(input); }
private void Mouse(InputHelper state) { Vector2 position = Camera2D.ConvertScreenToWorld(state.MousePosition); if (state.IsOldButtonPress(MouseButtons.LeftButton)) { MouseUp(); } else if (state.IsNewButtonPress(MouseButtons.LeftButton)) { MouseDown(position); } if (_fixedMouseJoint != null) { _fixedMouseJoint.WorldAnchorB = position; } }
public virtual void HandleKeyboardInput(InputHelper input) { //Disabled in release versions of FPE //if (input.IsKeyDown(Keys.PageUp)) // ScreenManager.Camera.Zoom += 0.02f; //if (input.IsKeyDown(Keys.PageDown)) // ScreenManager.Camera.Zoom -= 0.02f; //if (input.IsKeyDown(Keys.Delete)) // ScreenManager.Camera.Rotation += 0.01f; //if (input.IsKeyDown(Keys.End)) // ScreenManager.Camera.Rotation -= 0.01f; //if (input.IsKeyDown(Keys.Left)) // ScreenManager.Camera.MoveCamera(new Vector2(-0.5f, 0)); //if (input.IsKeyDown(Keys.Right)) // ScreenManager.Camera.MoveCamera(new Vector2(+0.5f, 0)); //if (input.IsKeyDown(Keys.Down)) // ScreenManager.Camera.MoveCamera(new Vector2(0, -0.5f)); //if (input.IsKeyDown(Keys.Up)) // ScreenManager.Camera.MoveCamera(new Vector2(0, +0.5f)); //if (input.IsNewKeyPress(Keys.Home)) // ScreenManager.Camera.ResetCamera(); }
public virtual void HandleGamePadInput(InputHelper input) { //Disabled in release versions of FPE if (input.CurrentGamePadState.Buttons.RightShoulder == ButtonState.Pressed) ScreenManager.Camera.Zoom += 0.02f; if (input.CurrentGamePadState.Buttons.LeftShoulder == ButtonState.Pressed) ScreenManager.Camera.Zoom -= 0.02f; ScreenManager.Camera.MoveCamera(input.CurrentGamePadState.ThumbSticks.Right/2f); if (input.CurrentGamePadState.Buttons.RightStick == ButtonState.Pressed) ScreenManager.Camera.ResetCamera(); }
/// <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(InputHelper input) { if (input.GamePadWasConnected[0]) { HandleGamePadInput(input); } else { HandleKeyboardInput(input); } }