// =============================================================================== public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //GameSettings.ScreenHeight = gameConfig.PreferredHeight; //GameSettings.ScreenWidth = gameConfig.PreferredWidth; graphics.PreferredBackBufferWidth = 1600; graphics.PreferredBackBufferHeight = 1024; //graphics.ToggleFullScreen(); graphics.ApplyChanges(); Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2); input = new InputHandler(this); Components.Add(input); }
// ================================================================================ public bool WasPressed(int playerIndex, InputHandler.ButtonType buttonType, Keys keys) { if (gamePadHandler.WasButtonPressed(playerIndex, buttonType) || keyboard.WasKeyPressed(keys)) return (true); else return (false); }
public bool WasButtonPressed(int playerIndex, InputHandler.ButtonType button) { int pi = playerIndex; switch (button) { //start switch case InputHandler.ButtonType.A: { return (gamePadsState[pi].Buttons.A == ButtonState.Pressed && prevGamePadsState[pi].Buttons.A == ButtonState.Released); } case InputHandler.ButtonType.B: { return (gamePadsState[pi].Buttons.B == ButtonState.Pressed && prevGamePadsState[pi].Buttons.B == ButtonState.Released); } case InputHandler.ButtonType.Back: { return (gamePadsState[pi].Buttons.Back == ButtonState.Pressed && prevGamePadsState[pi].Buttons.Back == ButtonState.Released); } case InputHandler.ButtonType.LeftShoulder: { return (gamePadsState[pi].Buttons.LeftShoulder == ButtonState.Pressed && prevGamePadsState[pi].Buttons.LeftShoulder == ButtonState.Released); } case InputHandler.ButtonType.LeftStick: { return (gamePadsState[pi].Buttons.LeftStick == ButtonState.Pressed && prevGamePadsState[pi].Buttons.LeftStick == ButtonState.Released); } case InputHandler.ButtonType.RightShoulder: { return (gamePadsState[pi].Buttons.RightShoulder == ButtonState.Pressed && prevGamePadsState[pi].Buttons.RightShoulder == ButtonState.Released); } case InputHandler.ButtonType.RightStick: { return (gamePadsState[pi].Buttons.RightStick == ButtonState.Pressed && prevGamePadsState[pi].Buttons.RightStick == ButtonState.Released); } case InputHandler.ButtonType.Start: { return (gamePadsState[pi].Buttons.Start == ButtonState.Pressed && prevGamePadsState[pi].Buttons.Start == ButtonState.Released); } case InputHandler.ButtonType.X: { return (gamePadsState[pi].Buttons.X == ButtonState.Pressed && prevGamePadsState[pi].Buttons.X == ButtonState.Released); } case InputHandler.ButtonType.Y: { return (gamePadsState[pi].Buttons.Y == ButtonState.Pressed && prevGamePadsState[pi].Buttons.Y == ButtonState.Released); } default: throw (new ArgumentException()); } //end switch }