public bool Evaluate(InputState state) { foreach (Keys key in keys) { if (state.IsNewKeyPress(key)) return true; } return false; }
/// <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. KeyboardState state = Keyboard.GetState(); if (state.IsKeyDown(Keys.Escape)) { ScreenManager.AddScreen(new PauseMenuScreen(game)); } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // 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)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new EventArgs()); ExitScreen(); } else if (menuCancel.Evaluate(input)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new EventArgs()); ExitScreen(); } }
/// <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. // Move to the previous menu entry? if (menuUp.Evaluate(input)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (menuDown.Evaluate(input)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } if (menuSelect.Evaluate(input)) { OnSelectEntry(selectedEntry); } else if (menuCancel.Evaluate(input)) { OnCancel(); } }
/// <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) { }