/// <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)); ScreenManager.menu_enter.Play(); 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)); ScreenManager.menu_enter.Play(); ExitScreen(); } }
/// <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); } } }
public override void HandleInput(InputState input) { // Move to the previous menu entry? if (input.IsMenuUp(ControllingPlayer)) { selectedEntry -= columns; if (selectedEntry < 0) selectedEntry = (selectedEntry + columns) + ( columns * 2); ScreenManager.menu_change.Play(); SetLevelNum(); } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry += columns; if (selectedEntry >= menuEntries.Count) selectedEntry = (selectedEntry - columns) - (columns * 2); ScreenManager.menu_change.Play(); SetLevelNum(); } // Move to the next menu entry? if (input.IsMenuRight(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; ScreenManager.menu_change.Play(); SetLevelNum(); } if (input.IsMenuLeft(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; ScreenManager.menu_change.Play(); SetLevelNum(); } // 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); } }