public override void HandleInput(InputState input)
 {
     PlayerIndex playerIndex;
     if (MenuBindings.IsMenuCancel(ControllingPlayer, out playerIndex)){
         ScreenManager.Game.Exit();
     }
     base.HandleInput(input);
 }
示例#2
0
 /// <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)
 {
 }
示例#3
0
        /// <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 (MenuBindings.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (MenuBindings.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            // 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 (MenuBindings.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
                click.Play();
            }
            else if (MenuBindings.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                back.Play();
                OnCancel(playerIndex);
            }
            else if (MenuBindings.IsMenuRight(ControllingPlayer))
            {
                OnRightEntry(selectedEntry, playerIndex);
                click.Play();
            }
            else if (MenuBindings.IsMenuLeft(ControllingPlayer))
            {
                OnLeftEntry(selectedEntry, playerIndex);
                click.Play();
            }
            else if (MenuBindings.IsStart(ControllingPlayer, out playerIndex))
            {
                OnStartEntry(selectedEntry, playerIndex);
                click.Play();
            }
        }
        /// <summary>
        /// Respond to player input. This will only be called when the gameplay screen is active.
        /// </summary>
        /// <param name="input">The current input state.</param>
        public override void HandleInput(InputState input)
        {
            // Handle input.

            // Pause Handling
            if (GameplayBindings.IsPauseGame(ControllingPlayer))
            {
                ScreenManager.AddScreen(new PauseScreen(), ControllingPlayer);
            }

            // Debug Handling
            #if DEBUG
            if (DebugBindings.IsSwitchCamera(ControllingPlayer)){
                currentCameraIndex++;
                if (currentCameraIndex == cameraEntities.Count)
                {
                    currentCameraIndex = 0;

                }
                cameraEntities[currentCameraIndex].ResetCamera();
            }

            #endif
        }