/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputHelper input, GameTime gameTime) { // Mouse on a menu item _hoverEntry = GetOptionEntryAt(input.Cursor); // Accept or cancel the menu? if (input.IsMenuSelect()) { if (_hoverEntry != -1) { _optionEntries[_hoverEntry].Switch(); switch (_hoverEntry) { case 0: PhysicsDemoScreen.RenderDebug = _optionEntries[_hoverEntry].IsChecked; break; case 1: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.DebugPanel : PhysicsDemoScreen.Flags & ~DebugViewFlags.DebugPanel; break; case 2: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PerformanceGraph : PhysicsDemoScreen.Flags & ~DebugViewFlags.PerformanceGraph; break; case 3: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Shape : PhysicsDemoScreen.Flags & ~DebugViewFlags.Shape; break; case 4: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.PolygonPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.PolygonPoints; break; case 5: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Joint : PhysicsDemoScreen.Flags & ~DebugViewFlags.Joint; break; case 6: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.AABB : PhysicsDemoScreen.Flags & ~DebugViewFlags.AABB; break; case 7: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.CenterOfMass : PhysicsDemoScreen.Flags & ~DebugViewFlags.CenterOfMass; break; case 8: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactPoints : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactPoints; break; case 9: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.ContactNormals : PhysicsDemoScreen.Flags & ~DebugViewFlags.ContactNormals; break; case 10: PhysicsDemoScreen.Flags = _optionEntries[_hoverEntry].IsChecked ? PhysicsDemoScreen.Flags | DebugViewFlags.Controllers : PhysicsDemoScreen.Flags & ~DebugViewFlags.Controllers; break; case 11: ContentWrapper.SoundVolume = _optionEntries[_hoverEntry].IsChecked ? 100 : 0; break; } ContentWrapper.PlaySoundEffect("Click"); } } if (input.IsScreenExit()) { ExitScreen(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputHelper input, GameTime gameTime) { // Mouse on a menu item _hoverEntry = GetMenuEntryAt(input.Cursor); // Accept or cancel the menu? if (input.IsMenuSelect()) { if (GetPreviewCollision(input.Cursor)) { if (_menuEntries[_selectedEntry].Screen != null) { Framework.AddScreen(_menuEntries[_selectedEntry].Screen); Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails())); ContentWrapper.PlaySoundEffect("Click"); } } if (_hoverEntry != -1) { if (_selectedEntry == _hoverEntry) { if (_menuEntries[_selectedEntry].Screen != null) { Framework.AddScreen(_menuEntries[_selectedEntry].Screen); Framework.AddScreen(new DescriptionBoxScreen((_menuEntries[_selectedEntry].Screen as PhysicsDemoScreen).GetDetails())); ContentWrapper.PlaySoundEffect("Click"); } } else { _selectedEntry = _hoverEntry; } } } if (GetSliderCollision(input.Cursor)) { _scrollHover = true; if (input.IsMenuHold()) { _scrollLock = true; } } else { _scrollHover = false; } if (input.IsMenuRelease()) { _scrollLock = false; } if (_scrollLock) { _menuOffset = (int)Math.Round((MathHelper.Clamp(input.Cursor.Y, _menuStart, _menuStart + _menuSpacing * (NumEntries - 1)) - _menuStart) / _scrollSpacing); UpdateMenuPositions(); } if (input.IsScreenExit()) { Framework.ExitGame(); } if (input.IsMenuDown()) { _menuOffset++; UpdateMenuPositions(); } if (input.IsMenuUp()) { _menuOffset--; UpdateMenuPositions(); } }