/// <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; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { gameController.HandleInput(input); } }
/// <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) { }
public override void HandleInput(InputState input) { base.HandleInput(input); if (input.GetMouseDown()) { if(closeButtonPosition.Contains(input.GetMousePosition())) { this.ExitScreen(); } } }
private void HandleInputReal(InputState input) { if (realTimeState == RealTimeState.SelectingDestionation) { if (input.GetMouseDown()) { Point? mousePoint = grid.GetGridPointFromMousePosition(input.GetMousePosition()); if(mousePoint.HasValue) { Rectangle actualPosition = grid.GetGridRectangleFromGridPoint(mousePoint.Value); actionToPoint.PlaceAction(actionToPointLocation, mousePoint.Value, new Vector2(actualPosition.X, actualPosition.Y), buckets); realTimeState = RealTimeState.Idle; --actionsRemaining; //And replensh the ui actions.Add(GameAction.CreateNewActionFromAction(actionToPoint, GetUiPosition(actionToPoint.ActionType))); //Are we done for today? if (actionsRemaining == 0) { EndDay(); } } } } }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> private void HandleInputDecision(InputState gamePadState) { }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState 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; } // 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> /// 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(); } }
/// <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 void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); /*if (gamePadState.Buttons.Y == ButtonState.Pressed) this.missionRunning = false;*/ IEnumerable<Draggable> actions = null; if (this.gameMode == GameMode.REALTIME) { actions = GetRealDraggables(); } else { actions = GetDecisionDraggble(); } if (currentState == DragState.Idle) { if (input.GetMouseDown()) { //Check if mouse is within any of the dropoff boxes foreach (Draggable draggable in actions) { if (draggable.AttemptBeginDrag(input.GetMousePosition())) { currentState = DragState.Dragging; currentlyDragging = draggable; break; } } } } else if (currentState == DragState.Dragging) { if (input.GetMouseDown()) { //Move the one we are dragging Point? gridPoint = grid.GetGridPointFromMousePosition(input.GetMousePosition()); Rectangle? lockedRectangle = null; if (gridPoint.HasValue) { lockedRectangle = grid.GetGridRectangleFromGridPoint(gridPoint.Value); } currentlyDragging.UpdateDrag(input.GetMouseDelta(), lockedRectangle); } else { Point? gridPoint = grid.GetGridPointFromMousePosition(input.GetMousePosition()); if (gridPoint.HasValue) { //Drop the dropoff in this grid# Rectangle cellRect = grid.GetGridRectangleFromGridPoint(gridPoint.Value); currentlyDragging.EndDrag(cellRect); currentState = DragState.Idle; /*this.buckets.addWater(cellRect.X + (cellRect.Width / 2), cellRect.Y + (cellRect.Height / 2));*/ //this.buckets.addWater(cellRect.X + (cellRect.Width / 2), // cellRect.Y + (cellRect.Height / 2)); if (gameMode == GameMode.REALTIME) { ActionPlaced((Actions.GameAction)currentlyDragging, gridPoint.Value, cellRect); } else { DropoffPlaced((Dropoffs.Dropoff)currentlyDragging, cellRect, gridPoint.Value); } } else { EndDrag(); } } } if (gameMode == GameMode.REALTIME) { HandleInputReal(input); } else { HandleInputDecision(input); } }