} // end of ModularCheckboxList Update() /// <summary> /// Toggles the state of the current item. /// </summary> private void ToggleState() { // Toggle current item state. if (!allExclusive) { itemList[curIndex].Check = !itemList[curIndex].Check; } else { // Clear everything and set the current item. for (int i = 0; i < itemList.Count; i++) { itemList[i].Check = i == curIndex; } } ApplyExclusiveFirstItemFiltering(); if (onChange != null) { onChange(this); } Foley.PlayPressA(); } // end of ToggleState()
public override void Update(ref Matrix parentMatrix) { // Check for input but only if selected. if (selected) { GamePadInput pad = GamePadInput.GetGamePad0(); if (Actions.Select.WasPressed) { Actions.Select.ClearAllWasPressedState(); if (onAButton != null) { onAButton(); Foley.PlayPressA(); } } if (Actions.X.WasPressed) { Actions.X.ClearAllWasPressedState(); if (onXButton != null) { onXButton(); Foley.PlayCut(); } } } RefreshTexture(); base.Update(ref parentMatrix); } // end of UIGridModularButtonElement Update()
private void UpdateMouseInput() { Vector2 mouseHit = new Vector2(MouseInput.Position.X, MouseInput.Position.Y); // HitTest mouse vs elements. Set selected state. curIndex = -1; for (int i = 0; i < itemList.Count; i++) { if (itemList[i].HitBox.Contains(mouseHit)) { itemList[i].Selected = true; curIndex = i; } else { itemList[i].Selected = false; } } if (MouseInput.Left.WasReleased || MouseInput.Right.WasReleased) { // If released while over an item, then select that item. if (curIndex != -1) { if (onSelect != null) { Foley.PlayPressA(); onSelect(this); chosenIndex = curIndex; } itemList[CurIndex].Selected = false; if (CurIndex != -1) { CurIndex = -1; } Deactivate(); return; } // If released near origin, then we assume that the user wants to click on items seperately so do nothing. // If released elsewhere, treat this as a cancel. float dist = (mouseHit - position).Length(); if (dist > originRadius) { // Cancel. if (onCancel != null) { onCancel(this); } if (CurIndex != -1) { itemList[CurIndex].Selected = false; } CurIndex = -1; chosenIndex = -1; Deactivate(); return; } } }
} // end of UIGridModularCheckboxElement Update() private void ToggleState() { check = !check; if (check && onCheck != null) { onCheck(); } else if (!check && onClear != null) { onClear(); } Foley.PlayPressA(); dirty = true; } // end of ToggleState()
} // end of UIGridModularRadioBoxElement RefreshTexture() public override void HandleMouseInput(Vector2 hitUV) { // See if we hit an element. int hit = -1; for (int i = 0; i < list.Count; i++) { if (list[i].Box.Contains(hitUV)) { hit = i; break; } } if (hit != -1) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = list[hit]; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == list[hit]) { //Play selection sound Foley.PlayPressA(); bool indexChanged = hit != curIndex; CurIndex = hit; if (null != onSelection) { onSelection(list[curIndex]); } if (indexChanged) { if (null != onChange) { onChange(list[curIndex]); } dirty = true; } } } } // end of HandleMouseInput()
} // end of HandleMouseInput() public override void HandleTouchInput(TouchContact touch, Vector2 hitUV) { // See if we hit an element. int hit = -1; for (int i = 0; i < list.Count; i++) { if (list[i].Box.Contains(hitUV)) { hit = i; break; } } if (hit != -1) { if (TouchInput.WasTouched) { touch.TouchedObject = list[hit]; } if (TouchInput.WasReleased && touch.TouchedObject == list[hit]) { //Play sound. Foley.PlayPressA(); bool indexChanged = hit != curIndex; CurIndex = hit; if (null != onSelection) { onSelection(list[curIndex]); } if (indexChanged) { if (null != onChange) { onChange(list[curIndex]); } dirty = true; } } } }
} // end of UIGridModularRadioBoxElement AddText() public override void Update(ref Matrix parentMatrix) { // Check for input but only if selected. if (selected && list.Count > 1) { GamePadInput pad = GamePadInput.GetGamePad0(); bool changed = false; // Handle input changes here. if (Actions.Select.WasPressedOrRepeat) { Actions.Select.ClearAllWasPressedState(); ++curIndex; if (curIndex >= list.Count) { curIndex = 0; } Foley.PlayPressA(); changed = true; } if (changed) { if (null != onSelection) { onSelection(list[curIndex]); } if (null != onChange) { onChange(list[curIndex]); } dirty = true; //RecalcPositions(); } } RefreshTexture(); base.Update(ref parentMatrix); } // end of UIGridModularRadioBoxElement Update()
} // end of MoveDown() /// <summary> /// Put a reflex and its children into "moving" mode. /// </summary> /// <param name="sender"></param> /// <param name="args"></param> public void MoveReflex(Object sender, EventArgs args) { Foley.PlayPressA(); // Init the Moving block. ReflexPanel panel = this.parent as ReflexPanel; int curIndex = panel.LineNumber - 1; reflexBlock.Init(curIndex); reflexBlock.Moving = true; UiCursor.ActiveCursor.Parent = this; // switch modes this.updateObjPending = this.updateObjMoveReflex; this.renderObj.State = ControlRenderObj.idStateSelected; AffixLineNumberToCurrentState(); BokuGame.objectListDirty = true; } // end of MoveReflex()
} // end of UIGridModularButtonElement Update() /// <summary> /// Test mouse input against buttons. hitUV is in /// local UV coords for button. Full range is 0..1 /// in either coordinate. /// </summary> /// <param name="hitUV"></param> public override void HandleMouseInput(Vector2 hitUV) { if (onXButton != null) { if (xButtonBox.LeftPressed(hitUV)) { onXButton(); Foley.PlayCut(); } } if (onAButton != null) { if (aButtonBox.LeftPressed(hitUV)) { onAButton(); Foley.PlayPressA(); } } } // end of HandleMouseInput()
} // end of HandleMouseInput() public override void HandleTouchInput(TouchContact touch, Vector2 hitUV) { if (onXButton != null) { if (xButtonBox.Touched(touch, hitUV)) { onXButton(); Foley.PlayCut(); } } if (onAButton != null) { if (aButtonBox.Touched(touch, hitUV)) { onAButton(); Foley.PlayPressA(); } } } // end of HandleTouchInput()
public override bool HandleMouseInput(Camera camera) { float width; float height; Matrix invMat; bool handled = false; // Test in-focus element for hit. UIGridElement e = grid.SelectionElement; if (e != null) { GetElementInfo(e, out invMat, out width, out height); Vector2 hitUV = MouseInput.GetHitUV(camera, ref invMat, width, height, useRtCoords: false); if (hitUV.X > 0 && hitUV.X < 1 && hitUV.Y > 0 && hitUV.Y < 1) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { SelectCurrentChoice(); Foley.PlayPressA(); return(true); } } // Test elements not in focus. If one is hit, bring it to the fore. // Need to test inside out so that if any overlap we test the front // ones first and react to them. If we find a UV hit with a tile // we break to skip testing the rest. // Left side first. for (int i = grid.SelectionIndex.X - 1; i >= 0; i--) { e = grid.Get(i, 0); GetElementInfo(e, out invMat, out width, out height); hitUV = MouseInput.GetHitUV(camera, ref invMat, width, height, useRtCoords: false); if (hitUV.X > 0 && hitUV.X < 1 && hitUV.Y > 0 && hitUV.Y < 1) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { int steps = grid.SelectionIndex.X - i; while (steps > 0) { DecrementFocus(); --steps; } handled = true; } break; } } // Now the right side. for (int i = grid.SelectionIndex.X + 1; i < grid.ActualDimensions.X; i++) { e = grid.Get(i, 0); GetElementInfo(e, out invMat, out width, out height); hitUV = MouseInput.GetHitUV(camera, ref invMat, width, height, useRtCoords: false); if (hitUV.X > 0 && hitUV.X < 1 && hitUV.Y > 0 && hitUV.Y < 1) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { int steps = i - grid.SelectionIndex.X; while (steps > 0) { IncrementFocus(); --steps; } handled = true; } break; } } } return(handled); } // end of HandleMouseInput()
public override bool HandleMouseInput(Camera camera) { Matrix mat; BoundingSphere sphere; // Sphere we wrap around elements for hit testing. float? dist = null; // Dist to sphere bounds hit. bool handled = false; // Test in-focus element for hit. UIGridMaterialElement e = grid.SelectionElement as UIGridMaterialElement; if (e != null) { Vector2 mouseHit = new Vector2(MouseInput.Position.X, MouseInput.Position.Y); Ray ray = new Ray(camera.From, camera.ScreenToWorldCoords(mouseHit)); mat = e.HitWorldMatrix; sphere = new BoundingSphere(mat.Translation, 2.5f * mat.M33); dist = ray.Intersects(sphere); if (dist != null) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { SelectCurrentChoice(); Foley.PlayPressA(); return(true); } } // Test elements not in focus. If one is hit, bring it to the fore. // Need to test inside out so that if any overlap we test the front // ones first and react to them. If we find a UV hit with a tile // we break to skip testing the rest. // Left side first. for (int i = grid.SelectionIndex.X - 1; i >= 0; i--) { e = grid.Get(i, 0) as UIGridMaterialElement; mat = e.HitWorldMatrix; sphere = new BoundingSphere(mat.Translation, 2.5f * mat.M33); dist = ray.Intersects(sphere); if (dist != null) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { int steps = grid.SelectionIndex.X - i; while (steps > 0) { DecrementFocus(); --steps; } handled = true; } break; } } // Now the right side. for (int i = grid.SelectionIndex.X + 1; i < grid.ActualDimensions.X; i++) { e = grid.Get(i, 0) as UIGridMaterialElement; mat = e.HitWorldMatrix; sphere = new BoundingSphere(mat.Translation, 2.5f * mat.M33); dist = ray.Intersects(sphere); if (dist != null) { if (MouseInput.Left.WasPressed) { MouseInput.ClickedOnObject = e; handled = true; } if (MouseInput.Left.WasReleased && MouseInput.ClickedOnObject == e) { int steps = i - grid.SelectionIndex.X; while (steps > 0) { IncrementFocus(); --steps; } handled = true; } break; } } } return(handled); } // end of HandleMouseInput()
public override bool HandleTouchInput(Camera camera) { float scaleY = Math.Min((float)BokuGame.ScreenSize.Y / 576.0f, 1.0f); AABB2D box = new AABB2D(new Vector2(0, (BokuGame.ScreenSize.Y - (200.0f) * scaleY)), BokuGame.ScreenSize); TouchContact focusedTouch = null; //Finger ID is focused finger if (m_FingerID < 0) { TouchContact[] touches = TouchInput.Touches; for (int i = 0; i < touches.Length; ++i) { if (TouchPhase.Began == touches[i].phase) { m_FingerID = touches[i].fingerId; m_bDraggable = box.Contains(touches[i].position); break; } } } else { focusedTouch = TouchInput.GetTouchContactByFingerId(m_FingerID); if (null != focusedTouch && TouchPhase.Ended != focusedTouch.phase) { if (TouchPhase.Moved == focusedTouch.phase) { m_DragDelta += focusedTouch.deltaPosition; } if (!m_bDragging && m_bDraggable) { //Check to see if the dragging threshold has been exceeded to change material. Vector2 distance = focusedTouch.position - focusedTouch.startPosition; //Did we start a drag? if (Math.Abs(distance.X) >= 20.0f) { m_bDragging = true; m_DragDelta = distance; } } if (m_bDragging) { while (Math.Abs(m_DragDelta.X) >= 200.0f) { if (m_DragDelta.X >= 200.0f) { DecrementFocus(); m_DragDelta.X -= 200.0f; } else if (m_DragDelta.X <= -200.0f) { IncrementFocus(); m_DragDelta.X += 200.0f; } } } } else { //When the focused touch is ended we check for selection if (!m_bDragging && null != focusedTouch) { Ray ray = new Ray(camera.From, camera.ScreenToWorldCoords(focusedTouch.position)); Matrix m = (grid.SelectionElement as UIGridMaterialElement).HitWorldMatrix; bool bSelectedMat = (null != ray.Intersects(new BoundingSphere(m.Translation, 2.5f * m.M33))); if (bSelectedMat) { SelectCurrentChoice(); Foley.PlayPressA(); } else { //Didn't select the center piece. Check if we picked a material on the sides so we can go to it. for (int i = 0; (!bSelectedMat && i < grid.SelectionIndex.X); i++) { m = (grid.Get(i, 0) as UIGridMaterialElement).HitWorldMatrix; if (null != ray.Intersects(new BoundingSphere(m.Translation, 2.5f * m.M33))) { int steps = grid.SelectionIndex.X - i; while (steps > 0) { DecrementFocus(); --steps; } bSelectedMat = true; break; } } for (int i = grid.SelectionIndex.X + 1; (!bSelectedMat && i < grid.ActualDimensions.X); i++) { m = (grid.Get(i, 0) as UIGridMaterialElement).HitWorldMatrix; if (null != ray.Intersects(new BoundingSphere(m.Translation, 2.5f * m.M33))) { int steps = i - grid.SelectionIndex.X; while (steps > 0) { IncrementFocus(); --steps; } bSelectedMat = true; break; } } //Cancel this menu. if (!bSelectedMat && !box.Contains(focusedTouch.position) && (Time.WallClockTotalSeconds - focusedTouch.startTime <= 0.3)) { //If we didn't select anything and we are outside the drag area + didn't move a lot then cancel. RestorePreviousChoice(); Foley.PlayBack(); return(false); } } } m_bDraggable = false; m_bDragging = false; m_FingerID = -1; } } return(true); } // end of HandleTouchInput()
} // end of DeleteAll() public void Update(Camera camera, ref Matrix parentMatrix) { // Check for input. if (active && itemList.Count > 1 && !IgnoreInput && CommandStack.Peek() == commandMap) { bool selectionChanged = false; bool moveUp = false; bool moveDown = false; { // Mouse input if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse) { // If the mouse is over the menu, move the selection index to the item under the mouse. // On mouse down, make the item (if any) under the mouse the ClickedOnItem. // On mouse up, if the mouse is still over the ClickedOnItem, activate it. If not, just clear ClickedOnItem. Vector2 hitUV = MouseInput.GetHitUV(camera, ref invWorldMatrix, width, height, useRtCoords); // See if we're over anything. If so, set that item to being selected but only if we've moved the mouse. // This prevents the menu from feeling 'broken' if the mouse is over it and the user tries to use // the gamepad or keyboard. int mouseOverItem = -1; for (int i = 0; i < itemList.Count; i++) { if (itemList[i].UVBoundingBox != null && itemList[i].UVBoundingBox.Contains(hitUV)) { // Only update the current in-focus element when the mouse moves. if (MouseInput.Position != MouseInput.PrevPosition) { CurIndex = i; } mouseOverItem = i; } } if (MouseInput.Left.WasPressed && mouseOverItem != -1) { MouseInput.ClickedOnObject = itemList[mouseOverItem]; } if (MouseInput.Left.WasReleased && mouseOverItem != -1 && MouseInput.ClickedOnObject == itemList[mouseOverItem]) { // Normally this is already set except in the case where the app didn't have focus and a menu item is clicked. // In that case, the CurIndex value stays stuck at its previous position. In particular this was causing Kodu's // Main Menu to think RESUME was clicked even when it was one of the other menu items. CurIndex = mouseOverItem; if (onSelect != null) { onSelect(this); } Foley.PlayPressA(); return; } // Allow scroll wheel to cycle through elements. int wheel = MouseInput.ScrollWheel - MouseInput.PrevScrollWheel; if (wheel > 0) { moveUp = true; } else if (wheel < 0) { moveDown = true; } } // end if KeyboardMouse mode. if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) { // Look for Tap gesture first. No need to care about touch response if we've got a tap. bool goodTapGesture = false; if (TouchGestureManager.Get().TapGesture.WasTapped()) { // Check if tap position hit any of the menu elements. Vector2 tapPosition = TouchGestureManager.Get().TapGesture.Position; Vector2 touchHitUV = TouchInput.GetHitUV(tapPosition, camera, ref invWorldMatrix, width, height, useRtCoords); for (int index = 0; index < itemList.Count; index++) { if (itemList[index].UVBoundingBox != null && itemList[index].UVBoundingBox.Contains(touchHitUV)) { CurIndex = index; if (onSelect != null) { onSelect(this); Foley.PlayPressA(); selectionChanged = true; goodTapGesture = true; } } } } // Look for touch events to change focus. Ignore this if we had a good tap gesture. if (!goodTapGesture) { for (int i = 0; i < TouchInput.TouchCount; i++) { TouchContact touch = TouchInput.GetTouchContactByIndex(i); // Touch input // If the user touched the menu, move the selection index to the item under the touch. // On touch down, make the item (if any) under the contact the touchedItem. // On touch up, if the touch is still over the touchedItem, activate it. If not, just clear touchedItem. Vector2 touchHitUV = TouchInput.GetHitUV(touch.position, camera, ref invWorldMatrix, width, height, useRtCoords); // See what UI element we are over, if anything. If it hits, set that item to being selected but only if the touch has moved. // This emulates how the mouse is being handled by allowing the input to change only if the touch has moved. If a user moves // the gamepad or keyboard but doesn't move their touch contact, then the selection won't flicker back and forth and feel 'broken' int touchOverIndex = -1; for (int index = 0; index < itemList.Count; index++) { if (itemList[index].UVBoundingBox != null && itemList[index].UVBoundingBox.Contains(touchHitUV)) { touchOverIndex = index; } } if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved) { // Touch is down! if (touchOverIndex != -1) { touch.TouchedObject = itemList[touchOverIndex]; if (CurIndex != touchOverIndex) { selectionChanged = true; } CurIndex = touchOverIndex; } } else if (touch.phase == TouchPhase.Moved) { // Touch moved!!! Update Something!! if (CurIndex != touchOverIndex) { CurIndex = touchOverIndex; } } } } // end if not good tap gesture. if (selectionChanged) { if (onChange != null) { onChange(this); } dirty = true; //RecalcPositions(); // Ensure that the selected state of all items is correct. for (int i = 0; i < itemList.Count; i++) { itemList[i].Selected = i == CurIndex; } } } // end of touch mode processing. } if (GamePadInput.ActiveMode == GamePadInput.InputMode.GamePad || GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse) { // Gamepad / Keyboard input. GamePadInput pad = GamePadInput.GetGamePad0(); if ((AcceptStartForCancel && Actions.Start.WasPressed) || Actions.Cancel.WasPressed) { Actions.Cancel.ClearAllWasPressedState(); if (onCancel != null) { onCancel(this); } Foley.PlayBack(); return; } if (Actions.Select.WasPressed) { Actions.Select.ClearAllWasPressedState(); if (onSelect != null) { onSelect(this); } Foley.PlayPressA(); return; } int prevIndex = CurIndex; // Handle input changes here. if (Actions.ComboDown.WasPressedOrRepeat || moveDown) { ++CurIndex; if (CurIndex >= itemList.Count) { CurIndex = 0; } selectionChanged = true; } if (Actions.ComboUp.WasPressedOrRepeat || moveUp) { --CurIndex; if (CurIndex < 0) { CurIndex = itemList.Count - 1; } selectionChanged = true; } if (selectionChanged) { if (onChange != null) { onChange(this); } dirty = true; //RecalcPositions(); } // Ensure that the selected state of all items is correct. for (int i = 0; i < itemList.Count; i++) { itemList[i].Selected = i == CurIndex; } } } RefreshTexture(); } // end of UIGridModularMenu Update()
} // end of BasePicker RestorePreviousChoice() public virtual void Update(PerspectiveUICamera camera) { if (active) { if (hidden) { // Note, even though we're hidden we may still be rendering our fade out. double elapsedTime = Time.WallClockTotalSeconds - startFadeTime; if (elapsedTime >= fadeTime) { Alpha = 0.0f; } else { Alpha = 1.0f - (float)(elapsedTime / fadeTime); } } else { // Not hidden, so respond to user input. int scroll = MouseInput.ScrollWheel - MouseInput.PrevScrollWheel; if (Actions.PickerRight.WasPressedOrRepeat || scroll > 0) { Actions.PickerRight.ClearAllWasPressedState(); DecrementFocus(); } if (Actions.PickerLeft.WasPressedOrRepeat || scroll < 0) { Actions.PickerLeft.ClearAllWasPressedState(); IncrementFocus(); } if (Actions.Select.WasPressed) { Actions.Select.ClearAllWasPressedState(); SelectCurrentChoice(); Foley.PlayPressA(); } if (Actions.Cancel.WasPressedOrRepeat) { Actions.Cancel.ClearAllWasPressedState(); RestorePreviousChoice(); Foley.PlayBack(); } bool handled = false; if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) { handled = HandleTouchInput(camera); } else if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse) { handled = HandleMouseInput(camera); } if (!handled) { // If the user clicked but didn't hit any of the picker elements, close the picker. // If alt is pressed, they must be in eyedropper mode. if ((MouseInput.Left.WasPressed && !KeyboardInput.AltIsPressed) || (TouchGestureManager.Get().TapGesture.WasRecognized)) { SelectCurrentChoice(); Foley.PlayPressA(); } else if (Actions.Sample.WasPressed || MouseEdit.TriggerSample() || TouchEdit.TriggerSample()) { Actions.Sample.ClearAllWasPressedState(); int t = OnSampleType(); if (t >= 0) { OnSetType(t); Point selection = grid.SelectionIndex; selection.X = t; grid.SelectionIndex = selection; Foley.PlayCut(); } else { Foley.PlayNoBudget(); } } } grid.Update(ref worldMatrix); } } // end if active } // end of BasePicker Update()
} // end of MouseMenu Update() private void UpdateTouchInput() { for (int j = 0; j < TouchInput.TouchCount; j++) { TouchContact touch = TouchInput.GetTouchContactByIndex(j); Vector2 touchHit = touch.position; // HitTest mouse vs elements. Set selected state. curIndex = -1; for (int i = 0; i < itemList.Count; i++) { if (itemList[i].HitBox.Contains(touchHit)) { itemList[i].Selected = true; curIndex = i; } else { itemList[i].Selected = false; } } if (TouchInput.WasReleased) { // If released while over an item, then select that item. if (curIndex != -1) { if (onSelect != null) { Foley.PlayPressA(); onSelect(this); chosenIndex = curIndex; } itemList[CurIndex].Selected = false; if (CurIndex != -1) { CurIndex = -1; } Deactivate(); return; } // If released near origin, then we assume that the user wants to click on items seperately so do nothing. // If released elsewhere, treat this as a cancel, but only if its a tap release. float dist = (touchHit - position).Length(); if (dist > originRadius) { if (TouchGestureManager.Get().TapGesture.WasTapped()) { // Cancel. if (onCancel != null) { onCancel(this); } if (CurIndex != -1) { itemList[CurIndex].Selected = false; } CurIndex = -1; chosenIndex = -1; Deactivate(); } } } } }
} // end of ClearAllItems() public void Update(Camera camera, ref Matrix parentMatrix) { CommandMap map = CommandStack.Peek(); if (map != commandMap) { return; } // Check for input. if (active && itemList.Count > 0) { GamePadInput pad = GamePadInput.GetGamePad0(); bool mouseDown = false; bool mouseUp = false; bool mouseSelect = false; bool touchSelect = false; if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse) // MouseInput { // Did user double click? If so, treat as a shortcut to play. if (MouseInput.Left.WasDoubleClicked) { // This works because we _know_ Play is the first one in the list. // Not exactly a great solution. curIndex = 0; mouseSelect = true; } Vector2 hit = MouseInput.GetMouseInRtCoords(); if (!mouseSelect) { if (itemList[CurIndex].hitBox.LeftPressed(hit)) { mouseSelect = true; } } // If mouse is over menu and moving, choose item under mouse as selection. if (!mouseSelect && MouseInput.Position != MouseInput.PrevPosition) { for (int i = 0; i < itemList.Count; i++) { if (itemList[i].hitBox.Contains(hit)) { CurIndex = i; break; } } } int scroll = MouseInput.ScrollWheel - MouseInput.PrevScrollWheel; if (scroll > 0) { mouseUp = true; } else if (scroll < 0) { mouseDown = true; } // If user clicks off of the popup, treat as Back. if (MouseInput.Left.WasPressed && MouseInput.ClickedOnObject == null) { Active = false; return; } } // end of mouse input. else if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch) // TouchInput { TouchContact touch = TouchInput.GetOldestTouch(); if (touch != null) { Vector2 hit = TouchInput.GetAspectRatioAdjustedPosition(touch.position, camera, true); bool hitSomething = false; // Check for a hit on any of the items. for (int i = 0; i < itemList.Count; i++) { if (itemList[i].hitBox.Contains(hit)) { CurIndex = i; hitSomething = true; } } if (touch.phase == TouchPhase.Ended) { if (hitSomething) { // We've touched off on an item so choose it. touchSelect = true; } else { // We touched off and didn't hit anything. if (touch.TouchedObject == this) { touch.TouchedObject = null; } else { Active = false; } } } } } // end of Touch input. if (Actions.Select.WasPressed || mouseSelect || touchSelect) { Actions.Select.ClearAllWasPressedState(); if (itemList[curIndex].OnSelect != null) { itemList[curIndex].OnSelect(); } Foley.PlayPressA(); return; } if (Actions.Cancel.WasPressed) { Actions.Cancel.ClearAllWasPressedState(); Active = false; Foley.PlayBack(); return; } int prevIndex = curIndex; // Handle input changes here. if (Actions.ComboDown.WasPressedOrRepeat || mouseDown) { ++curIndex; if (curIndex >= itemList.Count) { curIndex = 0; } Foley.PlayShuffle(); } if (Actions.ComboUp.WasPressedOrRepeat || mouseUp) { --curIndex; if (curIndex < 0) { curIndex = itemList.Count - 1; } Foley.PlayShuffle(); } // Ensure that the selected state of all items is correct. for (int i = 0; i < itemList.Count; i++) { itemList[i].Selected = i == CurIndex; } } } // end of LoadLevelPopup Update()