/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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; // Move to the previous menu entry? if (MenuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { SelectedEntry--; if (SelectedEntry < 0) { SelectedEntry = MenuEntries.Count - 1; } } // Move to the next menu entry? if (MenuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { SelectedEntry++; if (SelectedEntry >= MenuEntries.Count) { SelectedEntry = 0; } } if (MenuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(SelectedEntry, playerIndex); } else if (MenuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }