本文整理汇总了C#中GameStateManagement.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类GameStateManagement.InputState
的用法示例。
在下文中一共展示了InputState.IsMenuSelect方法的9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
public override void HandleInput(InputState input)
{
PlayerIndex player;
if (input.IsMenuSelect(null, out player))
{
exit = true;
ControllingPlayer = player;
}
base.HandleInput(input);
}
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();
}
}
示例3: 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);
}
}
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)
{
// 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);
}
if (input.IsMenuDown(ControllingPlayer)) {
if (selectedEntry < menuEntries.Count - 1)
selectedEntry += 1;
}
if (input.IsMenuUp(ControllingPlayer)) {
if (selectedEntry > 0)
selectedEntry -= 1;
}
if (input.IsMenuSelect(ControllingPlayer, out player)) {
menuEntries[selectedEntry].OnSelectEntry(player);
}
if (input.MouseGesture.HasFlag(MouseGestureType.LeftClick)) {
Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.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(clickLocation))
{
// 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.MouseGesture.HasFlag(MouseGestureType.Move)) {
Point clickLocation = new Point((int)input.CurrentMousePosition.X, (int)input.CurrentMousePosition.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(clickLocation))
{
// 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);
selectedEntry = i;
}
}
}
// 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);
}
}
}
}
}
示例5: HandleInput
/// <summary>
/// Handles user input for all the local gamers in the session. Unlike most
/// screens, which use the InputState class to combine input data from all
/// gamepads, the lobby needs to individually mark specific players as ready,
/// so it loops over all the local gamers and reads their inputs individually.
/// </summary>
public override void HandleInput (InputState input)
{
foreach (LocalNetworkGamer gamer in networkSession.LocalGamers) {
PlayerIndex playerIndex = gamer.SignedInGamer.PlayerIndex;
PlayerIndex unwantedOutput;
if (input.IsMenuSelect (playerIndex, out unwantedOutput)) {
HandleMenuSelect (gamer);
} else if (input.IsMenuCancel (playerIndex, out unwantedOutput)) {
HandleMenuCancel (gamer);
}
}
}
示例6: HandleInput
/// <summary>
/// Responds to user input, changing the selected entry and accepting
/// or cancelling the menu.
/// </summary>
public override void HandleInput(InputState input)
{
var touch = input.TouchState;
var rect = new Rectangle(0,0,100,30);
if (touch.Count == 1 ) {
for (int i = 0; i < menuEntries.Count; i++){
rect.X = (int)menuEntries[i].Position.X;
rect.Y = (int)menuEntries[i].Position.Y;
selectedEntry = i;
if (rect.Contains((int)touch[0].Position.X, (int)touch[0].Position.Y)){
OnSelectEntry(selectedEntry, 0);
break;
}
}
}
// 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);
}
}
示例7: HandleInput
/// <summary>
/// Responds to user input, changing the selected entry and accepting
/// or cancelling the menu.
/// </summary>
public override void HandleInput(InputState input)
{
if (input.IsMenuCancel())
{
OnCancel(null, null);
}
if (input.IsMenuUp())
{
selectedEntry--;
if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
while (!menuEntries[selectedEntry].Enabled)
{
selectedEntry--;
if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
}
}
if (input.IsMenuDown())
{
selectedEntry++;
if (selectedEntry >= menuEntries.Count) selectedEntry = 0;
while (!menuEntries[selectedEntry].Enabled)
{
selectedEntry++;
if (selectedEntry >= menuEntries.Count) selectedEntry = 0;
}
}
if (input.IsMenuLeft()) menuEntries[selectedEntry].Left();
if (input.IsMenuRight()) menuEntries[selectedEntry].Right();
if (input.IsMenuSelect()) OnSelectEntry(selectedEntry);
if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1;
if (selectedEntry >= menuEntries.Count) selectedEntry = 0;
Point mouseLocation = ScreenManager.ScaledMousePos;
for (int i = 0; i < menuEntries.Count; i++)
{
MenuEntry menuEntry = menuEntries[i];
if (GetMenuEntryHitBounds(menuEntry).Contains(mouseLocation))
{
selectedEntry = i;
// Mouse left click?
if (input.CurrentMouseState.LeftButton == ButtonState.Released && input.LastMouseState.LeftButton == ButtonState.Pressed)
{
menuEntry.Click(mouseLocation.X, mouseLocation.Y);
}
}
}
}
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)
{
// 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);
//ExitScreen();
showControls = !showControls;
}
if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
{
//OnCancel(playerIndex);
ExitScreen();
}
}
示例9: HandleInput
/// <summary>
/// Responds to user input, accepting or cancelling the message box.
/// </summary>
public override void HandleInput(InputState input)
{
PlayerIndex playerIndex;
Viewport viewport = ScreenManager.Game.GraphicsDevice.Viewport;
Vector2 halfSize = new Vector2(viewport.Width, viewport.Height)/2;
// 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())
{
// Raise the accepted event, then exit the message box.
if (Accepted != null)
Accepted(this, new EventArgs());
ExitScreen();
}
else if (input.IsMenuCancel())
{
// Raise the cancelled event, then exit the message box.
if (Cancelled != null)
Cancelled(this, new EventArgs());
ExitScreen();
}
Point mouseLoc = new Point(input.CurrentMouseState.X, input.CurrentMouseState.Y);
Rectangle okRect = new Rectangle((int)halfSize.X - 25, (int)halfSize.Y + 25, 50, 50);
if (input.CurrentMouseState.LeftButton == ButtonState.Pressed && input.LastMouseState.LeftButton == ButtonState.Released)
{
if (okRect.Contains(mouseLoc)) ExitScreen();
}
}