/// <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"); // 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! /*bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex];*/ if (input.IsPauseGame(ControllingPlayer)) { ScreenManager.AddScreen(new EndMenuScreen(), ControllingPlayer); } else { if (!plateau.IsEchecEtMat) { mouseStateCurrent = Mouse.GetState(); if (mouseStateCurrent.LeftButton == ButtonState.Pressed && mouseStatePrevious.LeftButton == ButtonState.Released) { if (plateau.PieceIsSelected) plateau.movePiece(new Point(mouseStateCurrent.X, mouseStateCurrent.Y)); else plateau.selectPiece(new Point(mouseStateCurrent.X, mouseStateCurrent.Y)); } if (mouseStateCurrent.RightButton == ButtonState.Pressed && mouseStatePrevious.RightButton == ButtonState.Released) plateau.ReleaseSelection(); mouseStatePrevious = mouseStateCurrent; } else { ScreenManager.AddScreen(new EndMenuScreen(), ControllingPlayer); } } }
/// <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)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.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 (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <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) { }