/// <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> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput( InputState input ) { // Move to the previous menu entry? if ( input.IsMenuUp( ControllingPlayer ) ) { selectedEntry--; if ( selectedEntry < 0 ) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if ( input.IsMenuDown( ControllingPlayer ) ) { selectedEntry++; if ( selectedEntry >= menuEntries.Count ) selectedEntry = 0; } // Accept or cancel the menu? 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; if ( input.IsMenuSelect( ControllingPlayer, out playerIndex ) ) { OnSelectEntry( selectedEntry, playerIndex ); } else if ( input.IsMenuCancel( ControllingPlayer, out playerIndex ) ) { OnCancel( playerIndex ); } }