/// <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 (InputDeviceState.LeftButton) { MouseState mouseState = Mouse.GetState(); foreach (Tile tile in tiles) tile.CheckPress(mouseState); } // 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! PlayerIndex pIndex; if (input.IsMenuCancel(ControllingPlayer, out pIndex)) OnCancel(pIndex); if (input.IsDashboard(ControllingPlayer, out pIndex)) ShowDash(pIndex); }
/// <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.IsPauseGame(ControllingPlayer)) ExitScreen(); PlayerIndex pIndex; if (input.IsMenuCancel(ControllingPlayer, out pIndex) || input.IsDashboard(ControllingPlayer, out pIndex)) ExitScreen(); if (InputDeviceState.LeftButton) { MouseState mouseState = Mouse.GetState(); Point point = new Point( mouseState.X, mouseState.Y); if (!calendarBox.Contains(point) && !credBox.Contains(point) && !moneyBox.Contains(point)) ExitScreen(); } calendar.HandleInput(); }