/// <summary> /// Handles user input for all the local gamers in the session. Unlike most /// screens, which use the InputState class to combine input data from all /// gamepads, the lobby needs to individually mark specific players as ready, /// so it loops over all the local gamers and reads their inputs individually. /// </summary> public override void HandleInput(InputState input) { foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) { PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex; PlayerIndex unwantedOutput; if (input.IsMenuSelect(playerIndex, out unwantedOutput)) { HandleMenuSelect(gamer); } else if (input.IsMenuCancel(playerIndex, out unwantedOutput)) { HandleMenuCancel(gamer); } else if (input.IsMenuUp(playerIndex)) { localGamer.SetLocalPlayerCount(1); } else if (input.IsMenuDown(playerIndex)) { localGamer.SetLocalPlayerCount(-1); } } }
/// <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(); } }
public override void HandleInput(InputState input) { PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Підніміть приймаються події, то вихід вікні повідомлення. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Підніміть відмінено подія, то вихід вікні повідомлення. 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(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); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); PlayerIndex playerIndex; 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(); } oldState = keyboardState; }
/// <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(); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); PlayerIndex playerIndex; 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(); } if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right)) heroChoice++; if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left)) heroChoice--; if (heroChoice > Game1.maxHeroChoice) heroChoice = 0; if (heroChoice < 0) heroChoice = Game1.maxHeroChoice; if (chPlayer == 1) Game1.heroChoice = heroChoice; else Game1.heroChoice2 = heroChoice; oldState = keyboardState; }
/// <summary> /// Handles user input for all the local gamers in the session. Unlike most /// screens, which use the InputState class to combine input data from all /// gamepads, the lobby needs to individually mark specific players as ready, /// so it loops over all the local gamers and reads their inputs individually. /// </summary> public override void HandleInput(InputState input) { foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) { PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex; PlayerIndex unwantedOutput; if (input.IsMenuSelect(playerIndex, out unwantedOutput)) { HandleMenuSelect(gamer); } else if (input.IsMenuCancel(playerIndex, out unwantedOutput)) { HandleMenuCancel(gamer); } else if (input.IsMenuUp(playerIndex)) localGamer.SetLocalPlayerCount(1); else if (input.IsMenuDown(playerIndex)) localGamer.SetLocalPlayerCount(-1); } }
public override void HandleInput(InputState input) { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Right) && oldState.IsKeyUp(Keys.Right)) { switch (selectedEntry) { case 1: Game1.songLiberty.VolumeMusic += 0.05000f; break; case 2: { Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1); Game1.songLiberty.VolumeEffect += 0.05000f; } break; } } if (keyboardState.IsKeyDown(Keys.Left) && oldState.IsKeyUp(Keys.Left)) { switch (selectedEntry) { case 1: Game1.songLiberty.VolumeMusic -= 0.05000f; break; case 2: { Game1.songLiberty.click.Play(Game1.songLiberty.VolumeEffect, 0.01f, 1); Game1.songLiberty.VolumeEffect -= 0.05000f; } break; } } MediaPlayer.Volume = Game1.songLiberty.VolumeMusic; oldState = keyboardState; // Перейти до попереднього пункту меню? if (input.IsMenuUp(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Перейти до наступного пункту меню? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
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; } PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { Game1.isPaused = false; ExitScreen(); } }