/// <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; MouseState mouseState = input.CurrentMouseState; if (firstTimeHandleInput) { wasMousePressedWhenVictory = mouseState.LeftButton == ButtonState.Pressed; firstTimeHandleInput = false; } else { if (mouseState.LeftButton == ButtonState.Released) wasMousePressedWhenVictory = false; PlayerIndex index; if (input.IsNewKeyPress(Keys.Tab, null, out index)) { AddGraphScreen(); } if (input.IsNewKeyPress(Keys.Escape, null, out index) || input.IsNewKeyPress(Keys.Enter, null, out index)) { InputState.waitForRelease(); userCancelled = true; } } }
/// <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"); PlayerIndex index; if (input.IsNewKeyPress(Microsoft.Xna.Framework.Input.Keys.Enter, null, out index)) StartGameSelected(null, new PlayerIndexEventArgs(index)); }
/// <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; PlayerIndex index; if (input.IsNewKeyPress(Keys.Left, null, out index)) { graphKind--; if (graphKind < 0) graphKind = (int)Statistic.Kind.Count - 1; SetRowNumber(); } else if(input.IsNewKeyPress(Keys.Right, null, out index)) { ToNextGraph(); } if (input.IsNewKeyPress(Keys.Tab, null, out index) || input.IsNewKeyPress(Keys.Enter, null, out index) || input.IsNewKeyPress(Keys.Escape, null, out index)) { InputState.waitForRelease(); userCancelled = true; } }