public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
     {
         ExitScreen();
     }
 }
 public override void HandleInput(InputState input)
 {
     if(input.IsPauseGame(ControllingPlayer))
     {
         alphaValueBackground = 1;
         alphaValueText = 1;
     }
 }
 public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
     {
         LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen());
     }
 }
 public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     int pIndex = (int)ControllingPlayer.Value;
     GamePadState gamePadState = input.CurrentGamePadStates[pIndex];
     if (gamePadState.IsConnected)
     {
         gamepadConnected = true;
     }
     else
         gamepadConnected = false;
     if (input.IsMenuCancel(ControllingPlayer, out 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))
            {
                sounds.playSoundEffect("move", 1);
                selectedEntry = (selectedEntry - 1 + menuEntries.Count) % menuEntries.Count; //Modulus FTW.
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                sounds.playSoundEffect("move", 1);
                selectedEntry = (selectedEntry + 1) % menuEntries.Count;
            }

            // 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))
            {
                sounds.playSoundEffect("cancel", 1);
                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(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
        }
 /// <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(InputState input)
 {
 }