/// <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"); if (InputDeviceState.LeftButton) { MouseState mouseState = Mouse.GetState(); foreach (Tile tile in tiles) tile.CheckPress(mouseState); } // 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! PlayerIndex pIndex; if (input.IsMenuCancel(ControllingPlayer, out pIndex)) OnCancel(pIndex); if (input.IsDashboard(ControllingPlayer, out pIndex)) ShowDash(pIndex); }
/// <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)); 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)); ExitScreen(); } }
/// <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) { }
/// <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.IsPauseGame(ControllingPlayer)) ExitScreen(); PlayerIndex pIndex; if (input.IsMenuCancel(ControllingPlayer, out pIndex) || input.IsDashboard(ControllingPlayer, out pIndex)) ExitScreen(); if (InputDeviceState.LeftButton) { MouseState mouseState = Mouse.GetState(); Point point = new Point( mouseState.X, mouseState.Y); if (!calendarBox.Contains(point) && !credBox.Contains(point) && !moneyBox.Contains(point)) ExitScreen(); } calendar.HandleInput(); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { if (InputDeviceState.LeftButton) { MouseState mouseState = Mouse.GetState(); foreach (Tile tile in Tiles) tile.CheckPress(mouseState); } // 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.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }