/// <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);
            }
        }
 public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
     {
         ExitScreen();
     }
 }
Exemplo n.º 3
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        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                ExitScreen();
            }
        }
 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();
     }
 }
        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);
            }
        }