当前位置: 首页>>代码示例>>C#>>正文


C# InputState.IsMenuSelect方法代码示例

本文整理汇总了C#中InputState.IsMenuSelect方法的典型用法代码示例。如果您正苦于以下问题:C# InputState.IsMenuSelect方法的具体用法?C# InputState.IsMenuSelect怎么用?C# InputState.IsMenuSelect使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在InputState的用法示例。


在下文中一共展示了InputState.IsMenuSelect方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: HandleInput

        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public void HandleInput(InputState input)
        {
            Vector2 mouseFocus = new Vector2(-1, -1);

            // Check NumPad and Number Keys for manual number entering
            String keyString;
            Keys key = new Keys();
            int keyboardInt = -1;
            for (int i = 0; i < 10; i++)
            {
                keyString = "D" + i.ToString();
                key = (Keys)Enum.Parse(typeof(Keys), keyString);
                if (input.IsNewKeyPress(key))
                    keyboardInt = i;
                keyString = "NumPad" + i.ToString();
                key = (Keys)Enum.Parse(typeof(Keys), keyString);
                if (input.IsNewKeyPress(key))
                    keyboardInt = i;
            }

            if (keyboardInt != -1)
                AddToAnswer(keyboardInt.ToString());

            if ( input.IsMouseChanged() ||input.IsMousePressed())
                mouseFocus = buttonTable.CheckFocus(input);

            if (mouseFocus.X != -1)
            {
                focus = mouseFocus;
                if (input.IsNewMouseReleased())
                    HandleButtonInput();
            }
            else
            {
                buttonTable.SetPressed(focus, false);
                buttonTable.SetFocus(focus, false);
                // Move up?
                if (input.IsMenuUp())
                {
                    focus = new Vector2(focus.X, focus.Y - 1);

                    if (focus.Y < 1)
                        focus.Y = buttonTable.Rows;
                }

                // Move down?
                if (input.IsMenuDown())
                {
                    focus = new Vector2(focus.X, focus.Y + 1);

                    if (focus.Y > buttonTable.Rows)
                        focus.Y = 1;
                }

                // Move left?
                if (input.IsMenuLeft())
                {
                    focus = new Vector2(focus.X - 1, focus.Y);

                    if (focus.X < 1)
                        focus.X = buttonTable.Cols;
                }

                // Move right?
                if (input.IsMenuRight())
                {
                    focus = new Vector2(focus.X + 1, focus.Y);

                    if (focus.X > buttonTable.Cols)
                        focus.X = 1;
                }
                buttonTable.SetFocus(focus, true);
            }

            // Check if the button is being pressed or if the user
            // is asking to exit the screen.

            if (input.IsMenuSelect())
            {
                HandleButtonInput();
                buttonTable.SetPressed(focus, true);
            }
            else if (input.IsMenuCancel())
            {
                Exiting = true;
            }
        }
开发者ID:Ben-Cortina,项目名称:Times-Table,代码行数:91,代码来源:Test.cs

示例2: HandleInput

        /// <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();
            }
        }
开发者ID:CTU-FEE-Y39PHA-43-2010,项目名称:BombermanAdventure,代码行数:29,代码来源:DecisionScren.cs

示例3: HandleInput

        /// <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();
            }

            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {

                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);
                    if (tapLocation.X > 10 && tapLocation.X < 470 &&
                        tapLocation.Y > 10 && tapLocation.Y < 790)
                    {
                        ExitScreen();
                    }
                }
            }
        }
开发者ID:kanavarora,项目名称:Bouncy-Ball-WPS-game,代码行数:44,代码来源:MessageBoxScreen.cs

示例4: HandleInput

        /// <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))
            {
                EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                _selectedEntry--;

                if (_selectedEntry < 0)
                    _selectedEntry = _menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                _selectedEntry++;

                if (_selectedEntry >= _menuEntries.Count)
                    _selectedEntry = 0;
            }

            //  Mouse selection of menu entries
                for (var i = 0; i < _menuEntries.Count; i++)
                    // ReSharper disable PossibleLossOfFraction
                    if (ScreenManager != null && (input.LastMouseState.Y >= _menuEntries[i].Position.Y - ScreenManager.Font.LineSpacing / 2 && input.LastMouseState.Y < _menuEntries[i].Position.Y + ScreenManager.Font.LineSpacing / 2
                    // ReSharper restore PossibleLossOfFraction
                                                  && input.LastMouseState.X > _menuEntries[i].Position.X && input.LastMouseState.X < _menuEntries[i].Position.X + _menuEntries[i].GetWidth(this)))
                    {
                        if (i != _selectedEntry && TransitionAlpha > 0.9999)
                        {
                            EventManager.QueueEvent(new GameEvent(EventType.MenuHover));
                        }
                        _selectedEntry = i;
                        if (input.IsNewLeftClick())
                        {
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }

            // 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);
            }
        }
开发者ID:jo215,项目名称:Iso,代码行数:60,代码来源:MenuScreen.cs

示例5: HandleInput

        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public void HandleInput(InputState input)
        {
            Vector2 mouseFocus = new Vector2(-1, -1);

            if (input.IsMouseChanged())
                    mouseFocus = buttonTable.CheckFocus(input);
            if (mouseFocus.X != -1)
                focus = mouseFocus;
            else
            {
                buttonTable.SetFocus(focus, false);
                // Move up?
                if (input.IsMenuUp())
                {
                    focus = new Vector2(focus.X, focus.Y - 1);

                    if (focus.Y < 1)
                        focus.Y = buttonTable.Rows;
                }

                // Move down?
                if (input.IsMenuDown())
                {
                    focus = new Vector2(focus.X, focus.Y + 1);

                    if (focus.Y > buttonTable.Rows)
                        focus.Y = 1;
                }

                // Move left?
                if (input.IsMenuLeft())
                {
                    focus = new Vector2(focus.X - 1, focus.Y);

                    if (focus.X < 1)
                        focus.X = buttonTable.Cols;
                }

                // Move right?
                if (input.IsMenuRight())
                {
                    focus = new Vector2(focus.X + 1, focus.Y);

                    if (focus.X > buttonTable.Cols)
                        focus.X = 1;
                }
                buttonTable.SetFocus(focus, true);
            }

            // Check if the button is being pressed or if the user
            // is asking to exit the screen.

            if (input.IsMenuSelect())
            {
                buttonTable.TogglePressed(focus);
            }
            else if (input.IsMenuCancel())
            {
                Exiting = true;
            }
        }
开发者ID:Ben-Cortina,项目名称:Times-Table,代码行数:65,代码来源:TimesTable.cs

示例6: HandleInput

        public override void HandleInput(InputState input)
        {
            // previous entry
            if (input.IsMenuUp(ControllingPlayer))
            {
                useMouse = false;

                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;

                if (!menuEntries[selectedEntry].Enabled && selectedEntry >= 0)
                {
                    for (int i = selectedEntry; i >= 0; i--)
                    {
                        if (menuEntries[i].Enabled)
                        {
                            selectedEntry = i;
                            break;
                        }
                    }

                    return;
                }
            }

            // next entry
            if (input.IsMenuDown(ControllingPlayer))
            {
                useMouse = false;

                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;

                if (!menuEntries[selectedEntry].Enabled && selectedEntry < menuEntries.Count)
                {
                    for (int i = selectedEntry; i < menuEntries.Count - 1; i++)
                    {
                        if (menuEntries[i].Enabled)
                        {
                            selectedEntry = i;
                            break;
                        }
                    }
                    return;
                }
            }

            if (input.LastMouseState.X != mousePos.X || input.LastMouseState.Y != mousePos.Y)
            {
                useMouse = true;
            }

            for (int i = 0; i < menuEntries.Count; i++)
            {
                if (input.LastMouseState.Y > menuEntries[i].Position.Y - Assets.menuFont.LineSpacing / 2 &&
                    input.LastMouseState.Y < menuEntries[i].Position.Y + Assets.menuFont.LineSpacing / 2 &&
                    input.LastMouseState.X > menuEntries[i].Position.X &&
                    input.LastMouseState.X < menuEntries[i].Position.X + Assets.menuFont.MeasureString(menuEntries[i].Text).X && useMouse)
                {
                    selectedEntry = i;
                }
            }

            // 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))
            {
                //if (OptionsFile.IsSound())
                //    Assets.menuSelectSound.Play();
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                //if (OptionsFile.IsSound())
                //    Assets.menuSelectSound.Play();
                OnCancel(playerIndex);
            }
            else if (input.IsNewLeftMouseClick())
            {
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    if (input.LastMouseState.Y > menuEntries[i].Position.Y &&
                        input.LastMouseState.Y < menuEntries[i].Position.Y + Assets.menuFont.LineSpacing)
                    {
                        //if (OptionsFile.IsSound())
                        //    Assets.menuSelectSound.Play();

                        OnSelectEntry(i, playerIndex);
                    }
                }
            }
//.........这里部分代码省略.........
开发者ID:JoshuaKennedy,项目名称:DarkHavoc,代码行数:101,代码来源:MenuScreen.cs

示例7: HandleInput

        /// <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));

            #if WINRT
                NewName = GamePage.Instance.GetNameEntry();
                GamePage.Instance.HideNameEntry();
            #endif

                if (NewName.Trim() != string.Empty) GameManager.PlayerName = NewName;

                Settings.Save();

                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();
            }

            //foreach (GestureSample gesture in input.Gestures)
            //{
            //    if (gesture.GestureType == GestureType.Tap)
            //    {
                    // convert the position to a Point that we can test against a Rectangle
            if (input.TapPosition != null)
            {
                Point tapLocation = new Point((int)input.TapPosition.Value.X, (int)input.TapPosition.Value.Y);

                if (okRect.Contains(tapLocation))
                {
                    if (Accepted != null)
                        Accepted(this, new PlayerIndexEventArgs(playerIndex));

            #if WINRT
                    NewName = GamePage.Instance.GetNameEntry();
                    GamePage.Instance.HideNameEntry();
            #endif

                    if (NewName.Trim() != string.Empty) GameManager.PlayerName = NewName;

                    ExitScreen();
                }

                if (cancelRect.Contains(tapLocation))
                {
                    if (Cancelled != null)
                        Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                    ExitScreen();
                }
            }
            //    }
            //}
        }
开发者ID:GarethIW,项目名称:GravWalker,代码行数:73,代码来源:EnterNameScreen.cs

示例8: HandleInput

        /// <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);
            }
        }
开发者ID:Rosthouse,项目名称:Multi-Pac,代码行数:40,代码来源:MenuScreen.cs

示例9: HandleInput

        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // we cancel the current menu screen if the user presses the back button
            PlayerIndex player;
            if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
            {
                OnCancel(player);
            }

            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
                {
                    // convert the position to a Point that we can test against a Rectangle
                    Point tapLocation = new Point((int)gesture.Position.X, (int)gesture.Position.Y);

                    // iterate the entries to see if any were tapped
                    for (int i = 0; i < menuEntries.Count; i++)
                    {
                        MenuEntry menuEntry = menuEntries[i];

                        if (GetMenuEntryHitBounds(menuEntry).Contains(tapLocation))
                        {
                            // select the entry. since gestures are only available on Windows Phone,
                            // we can safely pass PlayerIndex.One to all entries since there is only
                            // one player on Windows Phone.
                            OnSelectEntry(i, PlayerIndex.One);
                        }
                    }
                }
            }

            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?
            if (input.IsMenuSelect(ControllingPlayer,out player))
            {
                OnSelectEntry(selectedEntry,player);
            }
            else if (input.IsMenuCancel(ControllingPlayer,out player))
            {
                if (this.GetType() != typeof(MainMenuScreen))
                {
                    this.ExitScreen();
                }
                else
                {
                    this.ScreenManager.Game.Exit();
                }
            }
        }
开发者ID:Layoric,项目名称:RonaldTheSnake,代码行数:71,代码来源:MenuScreen.cs

示例10: HandleInput

        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            int dirX = 0, dirY = 0;
            //figure out the directions to move
            if (input.IsMenuUp(ControllingPlayer))
                dirX = -1;
            if (input.IsMenuDown(ControllingPlayer))
                dirX = 1;
            if (input.IsMenuLeft(ControllingPlayer))
                dirY = -1;
            if (input.IsMenuRight(ControllingPlayer))
                dirY = 1;
            //if horizontal orientation, swap directions
            if (!IsVertical) {
                int temp = dirX;
                dirX = dirY;
                dirY = temp;
            }
            //process row movement
            if (dirX != 0) {
                if (selectedEntry.Column < 0 || selectedEntry.Column >= menuColumns.Length)
                    selectedEntry.Column = 0;
                int length = menuColumns[selectedEntry.Column].Count;
                do {
                    selectedEntry.Row += dirX;
                    if (selectedEntry.Row < 0)
                        selectedEntry.Row = length - 1;
                    selectedEntry.Row %= length;
                } while (!Selected.Enabled);
            }

            //handle column selection (left/right)
            //ultimately, index selection will also be in here
            //  if the index can go up/down, let it. otherwise, change columns. easy.
            if (dirY != 0) {
                if (selectedEntry.Row < 0 || selectedEntry.Row >= menuColumns[selectedEntry.Column].Count)
                    selectedEntry.Row = 0;
                if (relativeSelection)
                    ChangeColumnsRelative(dirY);
                else
                    ChangeColumns(dirY);
            }

            // 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);
            }

            #region Mouse Handling
            #if WINDOWS
            bool clicked = input.IsNewMouseButtonPress(MouseButtons.Left);
            if (input.IsMouseMoved() || clicked) {
                mousePosition.X = input.CurrentMouseState.X;
                mousePosition.Y = input.CurrentMouseState.Y;
                //check mouse pos against each menu entry and update selection if necessary
                if (AllowEmptySelection)
                    selectedEntry.Column = selectedEntry.Row = selectedEntry.Index = -5;
                for (int col = 0; col < menuColumns.Length; col++) {
                    for (int i = 0; i < menuColumns[col].Count; i++) {
                        MenuEntry menuEntry = menuColumns[col][i];

                        if (menuEntry.Contains(mousePosition) && menuEntry.Enabled) {
                            selectedEntry.Column = col;
                            selectedEntry.Row = i;
                            if (clicked)
                                OnSelectEntry(selectedEntry, PlayerIndex.One);

                        }
                    }
                }
            }
            #endif

            HandleSpecialInput(input, Selected);
            #endregion
        }
开发者ID:giladgray,项目名称:XNA-ScreenManager,代码行数:89,代码来源:FancyMenuScreen.cs

示例11: HandleInput

        public override void HandleInput(InputState input)
        {
            if (MenuEntries.Count > 0) {

                int dir = 0;
                // Move to the previous menu entry?
                if (input.IsMenuUp(ControllingPlayer)) {
                    dir = -1;
                }

                // Move to the next menu entry?
                if (input.IsMenuDown(ControllingPlayer)) {
                    dir = 1;
                }
                if (dir != 0) {
                    do {
                        selected += dir;
                        if (selected < 0)
                            selected = menuEntries.Count - 1;
                        selected %= menuEntries.Count;
                    } while (!MenuEntries[selected].Enabled);
                }

                // 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(selected, playerIndex);
                }
                else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) {
                    OnCancel(this, new MenuSelectionEventArgs(SelectedEntry, this, playerIndex));
                }
            }
        }
开发者ID:giladgray,项目名称:XNA-ScreenManager,代码行数:38,代码来源:MenuScreen.cs

示例12: HandleInput

        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public void HandleInput(InputState input)
        {
            Vector2 mouseFocus = new Vector2(-1,-1);

            if (Input.IsMouseChanged())
                    mouseFocus = CheckFocus(menuEntries, Input.MouseState);

            if (mouseFocus.Y != -1)
                selectedEntry = (int)mouseFocus.Y;
            else
            {
                menuEntries[selectedEntry].IsPressed = false;
                menuEntries[selectedEntry].IsInFocus = false;
                // Move to the previous menu entry?
                if (input.IsMenuUp())
                {
                    selectedEntry--;

                    if (selectedEntry < 0)
                        selectedEntry = menuEntries.Count - 1;
                }

                // Move to the next menu entry?
                if (input.IsMenuDown())
                {
                    selectedEntry++;

                    if (selectedEntry >= menuEntries.Count)
                        selectedEntry = 0;
                }
                menuEntries[selectedEntry].IsInFocus = true;
            }

            // Check if the inFocus menu entry has been seletcted or if the player wants to cancel the menu

            if (input.IsMenuSelect())
            {
                menuEntries[selectedEntry].IsPressed = true;
                Exiting = true;
            }
            else if (input.IsMenuCancel())
            {
                Game.Exit();
            }
        }
开发者ID:Ben-Cortina,项目名称:Times-Table,代码行数:49,代码来源:Menu.cs


注:本文中的InputState.IsMenuSelect方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。