/// <summary> /// Evaluates the action against a given InputState. /// </summary> /// <param name="state">The InputState to test for the action.</param> /// <param name="controllingPlayer">The player to test, or null to allow any player.</param> /// <param name="player">If controllingPlayer is null, this is the player that performed the action.</param> /// <returns>True if the action occurred, false otherwise.</returns> public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player) { // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic ButtonPress buttonTest; KeyPress keyTest; if (newPressOnly) { buttonTest = state.IsNewButtonPress; keyTest = state.IsNewKeyPress; } else { buttonTest = state.IsButtonPressed; keyTest = state.IsKeyPressed; } // Now we simply need to invoke the appropriate methods for each button and key in our collections foreach (Buttons button in buttons) { if (buttonTest(button, controllingPlayer, out player)) return true; } foreach (Keys key in keys) { if (keyTest(key, controllingPlayer, out player)) return true; } // If we got here, the action is not matched player = PlayerIndex.One; return false; }
/// <summary> /// Responds to user input when cancelling the ranking screen. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); } }
public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; base.HandleInput(gameTime, input); if (_isReady && StartAction.Evaluate(input, null, out playerIndex)) { GameServices.GetService<SoundManager>().StopSong(); ScreenManager.ShowScreen<GameScreen>(); } if (switchTutorialAction.Evaluate(input, null, out playerIndex)) { currentTutorial++; if (currentTutorial >= _tutorials.Length) currentTutorial = 0; } }
/// <summary> /// Evaluates the action against a given InputState. /// </summary> /// <param name="state">The InputState to test for the action.</param> /// <param name="controllingPlayer">The player to test, or null to allow any player.</param> /// <param name="player">If controllingPlayer is null, this is the player that performed the action.</param> /// <returns>True if the action occurred, false otherwise.</returns> public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player) { // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic if (newPressOnly) { buttonTest = state.IsNewButtonPress; keyTest = state.IsNewKeyPress; } else { buttonTest = state.IsButtonPressed; keyTest = state.IsKeyPressed; } // Now we simply need to invoke the appropriate methods for each button and key in our collections for (int i = 0; i < buttons.Length; i++) { if (buttonTest(buttons[i], controllingPlayer, out player)) { playMenuSound(); return true; } } for (int i = 0; i < keys.Length; i++) { if (keyTest(keys[i], controllingPlayer, out player)) { playMenuSound(); return true; } } // If we got here, the action is not matched player = PlayerIndex.One; return false; }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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; // Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, 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 (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }
/// <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(GameTime gameTime, InputState input) { }
public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; if (menuAccept.Evaluate(input, ControllingPlayer, out playerIndex)) { aiFlag = 1; game.SetAiFlag(aiFlag); OpponentAI ai = new OpponentAI(game); game.Components.Add(ai); ai.LoadCursor(game); game.Services.AddService(typeof(OpponentAI), ai); PlayerManager tempRef = (PlayerManager)game.Services.GetService(typeof(PlayerManager)); tempRef.LoadAI(game); ExitScreen(); } if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { aiFlag = 0; game.SetAiFlag(aiFlag); ExitScreen(); } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, 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 (menuMove.Evaluate(input, ControllingPlayer, out playerIndex)) { if (selectedChar == null || selectedChar.HasMoved == true) { selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } else { cursor.MoveHelper(selectedChar); selectedChar.HasMoved = true; ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } } else if (menuAttack.Evaluate(input, ControllingPlayer, out playerIndex)) { if (selectedChar == null || selectedChar.HasAttacked == true) { selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } else { cursor.AttackHelper(selectedChar); selectedChar.HasAttacked = true; ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } else if (menuEndTurn.Evaluate(input, ControllingPlayer, out playerIndex)) { playerManager.EndTurn(); ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } else if (menuBuy.Evaluate(input, ControllingPlayer, out playerIndex)) { if (selectedChar == null || selectedChar.CharType != "champion") { gameStateManager.State = GameState.playing; ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } else { selectedChar.BuyMercenary(); ExitScreen(); selectScreen.ExitScreen(); screenManager.RemoveScreen(selectScreen); } } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, 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. }
/// <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(GameTime gameTime, InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; PlayerIndex player; if (pauseAction.Evaluate(input, ControllingPlayer, out player) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } }