/// <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]; // if the user pressed the back button, we return to the main menu PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen()); } else { // Otherwise move the player position. } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { // we cancel the current menu screen if the user presses the back button PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { OnCancel(player); } // look for any taps that occurred and select any entries that were tapped foreach (GestureSample gesture in input.Gestures) { if (gesture.GestureType == GestureType.Tap) { // convert the position to a Point that we can test against a Rectangle Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); // iterate the entries to see if any were tapped for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation)) { // select the entry. since gestures are only available on Windows Phone, // we can safely pass PlayerIndex.One to all entries since there is only // one player on Windows Phone. OnSelectEntry(i, PlayerIndex.One); } } } } }
/// <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"); // if the user pressed the back button, we return to the main menu PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen()); } else { // Otherwise move the player position. } }