/// <summary> /// Evaluates the action against a given InputState. /// </summary> /// <param name="state">The InputState to test for the action.</param> /// <param name="controllingPlayer">The player to test, or null to allow any player.</param> /// <param name="player">If controllingPlayer is null, this is the player that performed the action.</param> /// <returns>True if the action occurred, false otherwise.</returns> public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player) { // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic ButtonPress buttonTest; KeyPress keyTest; if (newPressOnly) { buttonTest = state.IsNewButtonPress; keyTest = state.IsNewKeyPress; } else { buttonTest = state.IsButtonPressed; keyTest = state.IsKeyPressed; } // Now we simply need to invoke the appropriate methods for each button and key in our collections foreach (Buttons button in buttons) { if (buttonTest(button, controllingPlayer, out player)) return true; } foreach (Keys key in keys) { if (keyTest(key, controllingPlayer, out player)) return true; } // If we got here, the action is not matched player = PlayerIndex.One; return false; }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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; // Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <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(GameTime gameTime, InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; _keyboardState = input.CurrentKeyboardStates[playerIndex]; _gamePadState = input.CurrentGamePadStates[playerIndex]; _mouseState = input.CurrentMouseStates[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]; PlayerIndex playerInd; if (pauseAction.Evaluate(input, ControllingPlayer, out playerInd) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { //this.player.HandleInput(input); //// Otherwise move the player position. //Vector2 movement = Vector2.Zero; //if (keyboardState.IsKeyDown(Keys.Left)) // movement.X--; //if (keyboardState.IsKeyDown(Keys.Right)) // movement.X++; //if (keyboardState.IsKeyDown(Keys.Up)) // movement.Y--; //if (keyboardState.IsKeyDown(Keys.Down)) // movement.Y++; //Vector2 thumbstick = gamePadState.ThumbSticks.Left; //movement.X += thumbstick.X; //movement.Y -= thumbstick.Y; //if (movement.Length() > 1) // movement.Normalize(); //playerPosition += movement * 8f; } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, 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 (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (menuCancel.Evaluate(input, 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(GameTime gameTime, InputState input) { }