示例#1
0
        /// <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();
            }
        }
示例#2
0
        /// <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();
            }
        }