/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { /* Set current to false */ menuEntries[selectedEntry].Selected = false; // 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; } } menuEntries[selectedEntry].Selected = true; // 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); } }
public void HandleInput(InputState input) { PlayerIndex playerIndex; m_old_selected_x = m_selected_x; m_old_selected_y = m_selected_y; m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = false; if (m_cue.IsPrepared && !m_cue.IsPlaying) { m_cue.Play(); } if (input.IsMenuRight(null)) { m_selected_x++; if ( (m_selected_x == m_columns) || (m_grid[m_selected_y, m_selected_x].m_selectable != true) ) { m_selected_x = 0; } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuLeft(null)) { m_selected_x--; if (m_selected_x < 0) { m_selected_x = m_columns - 1; while (m_grid[m_selected_y, m_selected_x].m_selectable != true) { m_selected_x--; } } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuUp(null)) { m_selected_y--; if (m_selected_y < 0) { m_selected_y = m_rows - 1; while (m_grid[m_selected_y, m_selected_x].m_selectable != true) { m_selected_y--; } } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuDown(null)) { m_selected_y++; if ( (m_selected_y == m_rows) || (m_grid[m_selected_y, m_selected_x].m_selectable != true) ) { m_selected_y = 0; } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuSelect(null, out playerIndex)) { m_cue.Stop(AudioStopOptions.Immediate); m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_fcn_ptr(); } m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = true; }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { /* Set current to false */ menuEntries[selectedEntry].Selected = false; // 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; } menuEntries[selectedEntry].Selected = true; // 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); } }
public void HandleInput(InputState input) { PlayerIndex playerIndex; m_old_selected_x = m_selected_x; m_old_selected_y = m_selected_y; m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = false; if (m_cue.IsPrepared && !m_cue.IsPlaying) { m_cue.Play(); } if (input.IsMenuRight(null)) { m_selected_x++; if ((m_selected_x == m_columns) || (m_grid[m_selected_y, m_selected_x].m_selectable != true)) { m_selected_x = 0; } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuLeft(null)) { m_selected_x--; if (m_selected_x < 0) { m_selected_x = m_columns - 1; while (m_grid[m_selected_y, m_selected_x].m_selectable != true) { m_selected_x--; } } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuUp(null)) { m_selected_y--; if (m_selected_y < 0) { m_selected_y = m_rows - 1; while (m_grid[m_selected_y, m_selected_x].m_selectable != true) { m_selected_y--; } } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuDown(null)) { m_selected_y++; if ((m_selected_y == m_rows) || (m_grid[m_selected_y, m_selected_x].m_selectable != true)) { m_selected_y = 0; } UpdateWav(); //Console.WriteLine("Grid[" + m_selected_y + ", " + m_selected_x + "] Selected"); } else if (input.IsMenuSelect(null, out playerIndex)) { m_cue.Stop(AudioStopOptions.Immediate); m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_fcn_ptr(); } m_list[m_grid[m_selected_y, m_selected_x].m_list_index].m_selected = true; }