/// <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) { }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputState input) { PlayerIndex playerIndex; // 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 our Accepted and // Cancelled events, so they can tell which player triggered them. if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }
/// <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 player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen()); } //To read multitouch data from the touch input device you can do the following: // Process touch events TouchCollection touchColl = TouchPanel.GetState(); foreach (TouchLocation t in touchColl) { if ((t.State == TouchLocationState.Released) || (t.State == TouchLocationState.Moved)) { //You can check the coordinates of each point (and the previous coordinate TryGetPreviousLocation()) float xcoordiante = t.Position.X; float ycoordiante = t.Position.Y; Point tapLocation = new Point((int)xcoordiante, (int)ycoordiante); // iterate the entries to see if any were tapped for (int i = 0; i < buttons.Count; i++) { Button button = buttons[i]; if (GetButtonHitBounds(button).Contains(tapLocation)) { OnSelectEntry(i, PlayerIndex.One); } } } } //look for any taps that occurred and select any entries that were tapped //foreach (GestureSample gesture in input.Gestures) //{ // if (gesture.GestureType == GestureType.Tap) // { // // convert the position to a Point that we can test against a Rectangle // Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); // // iterate the entries to see if any were tapped // for (int i = 0; i < buttons.Count; i++) // { // Button button = buttons[i]; // if (GetButtonHitBounds(button).Contains(tapLocation)) // { // OnSelectEntry(i, PlayerIndex.One); // } // } // } //} }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { // we cancel the current menu screen if the user presses the back button PlayerIndex player; if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player)) { OnCancel(player); } // look for any taps that occurred and select any entries that were tapped foreach (GestureSample gesture in input.Gestures) { if (gesture.GestureType == GestureType.Tap) { // convert the position to a Point that we can test against a Rectangle Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y); // iterate the entries to see if any were tapped for (int i = 0; i < menuEntries.Count; i++) { MenuEntry menuEntry = menuEntries[i]; if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation)) { // select the entry. since gestures are only available on Windows Phone, // we can safely pass PlayerIndex.One to all entries since there is only // one player on Windows Phone. OnSelectEntry(i, PlayerIndex.One); } } } } }