/// <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 occured, false otherwise.</returns> public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player) { // Figure out which delgate methods to map from the state which takes // care of our "newPressOnly" logic ButtonPress buttonTest; KeyPress keyTest; if (newPressOnly) { buttonTest = state.IsButtonPressed; keyTest = state.IsKeyPressed; } else { buttonTest = state.IsButtonDown; keyTest = state.IsKeyDown; } // 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; }
public override void HandleInput(GameTime gameTime, InputState input) { base.HandleInput(gameTime, input); PlayerIndex idx; if (menuCancel.Evaluate(input, null, out idx)) { CallExit(); } }
/// <summary> /// Allows the screen to handle user input. Only called when /// this screen is active. /// </summary> /// <param name="gameTime"></param> /// <param name="input"></param> public virtual void HandleInput(GameTime gameTime, InputState input) { }
/// <summary> /// Responds to user input, changing the selected entry and accepting or cancelling /// the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; //Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry--; if (!string.IsNullOrEmpty(selectionChangeSound)) SoundManager.Play(selectionChangeSound); if (selectedEntry < 0) { selectedEntry = menuEntries.Count - 1; } } //Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry++; if (!string.IsNullOrEmpty(selectionChangeSound)) SoundManager.Play(selectionChangeSound); if (selectedEntry >= menuEntries.Count) { selectedEntry = 0; } } if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); if (!string.IsNullOrEmpty(selectionSound)) { SoundManager.Play(selectionSound); } } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); if (!string.IsNullOrEmpty(cancelSound)) { SoundManager.Play(cancelSound); } } }