当前位置: 首页>>代码示例>>C#>>正文


C# InputState.IsMenuUp方法代码示例

本文整理汇总了C#中GameStateManagement.InputState.IsMenuUp方法的典型用法代码示例。如果您正苦于以下问题:C# InputState.IsMenuUp方法的具体用法?C# InputState.IsMenuUp怎么用?C# InputState.IsMenuUp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GameStateManagement.InputState的用法示例。


在下文中一共展示了InputState.IsMenuUp方法的7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 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:danielselnick,项目名称:Sentry-Smash,代码行数:40,代码来源:MenuScreen.cs

示例2: 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);
                        }
                    }
                }
            }
        }
开发者ID:Nailz,项目名称:MonoGame-Samples,代码行数:88,代码来源:MenuScreen.cs

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)
        {
            // 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 WINDOWS
            // Take care of Keyboard input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }
            else if (input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Space, ControllingPlayer, out player))
            {
                OnSelectEntry(selectedEntry, player);
            }


            MouseState state = Mouse.GetState();
            if (state.LeftButton == ButtonState.Released)
            {
                if (isMouseDown)
                {
                    isMouseDown = false;
                    // convert the position to a Point that we can test against a Rectangle
                    Point clickLocation = new Point(state.X, state.Y);

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

                        if (menuEntry.Destination.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);
                        }
                    }
                }
            }
            else if (state.LeftButton == ButtonState.Pressed)
            {
                isMouseDown = true;

                // convert the position to a Point that we can test against a Rectangle
                Point clickLocation = new Point(state.X, state.Y);

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

                    if (menuEntry.Destination.Contains(clickLocation))
                        selectedEntry = i;
                }
            }
#elif XBOX
            // Take care of Gamepad input
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }
            else if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }
            else if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out player))
                OnSelectEntry(selectedEntry, player);

#elif WINDOWS_PHONE
            // look for any taps that occurred and select any entries that were tapped
            foreach (GestureSample gesture in input.Gestures)
            {
                if (gesture.GestureType == GestureType.Tap)
//.........这里部分代码省略.........
开发者ID:liwq-net,项目名称:SilverSprite,代码行数:101,代码来源:MenuScreen.cs

示例4: HandleInput

        public void HandleInput(InputState input)
        {
            int oldSelected = selected;
            int oldLibrary = libraryIndex;

            if (input.IsMenuDown(screen.ControllingPlayer))
            {
                if (selected < library.Count - 1)
                {
                    ++selected;
                    if (selected == numEntries + index)
                    {
                        ++index;
                    }
                    loadAroundIndex(selected);
                }
            }
            if (input.IsMenuUp(screen.ControllingPlayer))
            {
                if (selected > 0)
                {
                    --selected;
                    if (selected == index - 1)
                    {
                        --index;
                    }
                    loadAroundIndex(selected);
                }
            }

            PlayerIndex player;

            if (input.IsNewButtonPress(Buttons.X, screen.ControllingPlayer, out player))
            {
                MediaPlayer.Play(library[selected]);
            }

            if (input.IsNewButtonPress(Buttons.LeftShoulder, screen.ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Left, screen.ControllingPlayer, out player))
            {
                if (libraryIndex > 0)
                {
                    --libraryIndex;
                    mediaSourceName = MediaSource.GetAvailableMediaSources()[libraryIndex].Name;
                    library = new MediaLibrary(MediaSource.GetAvailableMediaSources()[libraryIndex]).Songs;
                    index = 0;
                    selected = 0;
                    initializeSongDataArray();
                }
            }
            if (input.IsNewButtonPress(Buttons.RightShoulder, screen.ControllingPlayer, out player) ||
                input.IsNewKeyPress(Keys.Right, screen.ControllingPlayer, out player))
            {
                if (libraryIndex < MediaSource.GetAvailableMediaSources().Count - 1)
                {
                    ++libraryIndex;
                    mediaSourceName = MediaSource.GetAvailableMediaSources()[libraryIndex].Name;
                    library = new MediaLibrary(MediaSource.GetAvailableMediaSources()[libraryIndex]).Songs;
                    index = 0;
                    selected = 0;
                    initializeSongDataArray();
                }
            }

            if (input.IsNewButtonPress(Buttons.RightTrigger, screen.ControllingPlayer, out player))
            {
                if (library.Count > 0)
                {
                    char c = '0';
                    // Skip ahead artist letter

                    if (SongDataArray[selected].Artist.Length > 0)
                    {
                        c = SongDataArray[selected].Artist.ToLower()[0];
                    }
                    int newIndex;
                    for (newIndex = selected; newIndex < library.Count; ++newIndex)
                    {
                        loadAroundIndex(newIndex);
                        if (SongDataArray[newIndex].Artist.Length == 0)
                            continue;
                        if (SongDataArray[newIndex].Artist.ToLower()[0] != c)
                            break;
                    }
                    selected = Math.Min(newIndex, library.Count - 1);
                    index = selected;
                }
            }

            if (input.IsNewButtonPress(Buttons.LeftTrigger, screen.ControllingPlayer, out player))
            {
                if (library.Count > 0)
                {
                    char c = 'z';
                    // Skip back artist letter
                    if (SongDataArray[selected].Artist.Length > 0)
                    {
                        c = SongDataArray[selected].Artist.ToLower()[0];
                    }
                    int newIndex;
//.........这里部分代码省略.........
开发者ID:kmatzen,项目名称:EECS-494-Final-Project,代码行数:101,代码来源:SongSelectionBox.cs

示例5: 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);
            }
        }
开发者ID:Clancey,项目名称:BMX_MonoGame,代码行数:55,代码来源:MenuScreen.cs

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)
        {
            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);
                    }
                }
            }
        }
开发者ID:GarethIW,项目名称:LD29,代码行数:56,代码来源:MenuScreen.cs

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)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {

                keyPos.Y--;
                if (keyPos.Y < 0)
                {
                    keyPos.Y = keys.Length - 1;
                }
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {

                keyPos.Y++;
                if (keyPos.Y > keys.Length-1)
                {
                    keyPos.Y = 0;
                }
            }

             PlayerIndex playerIndex;

             if (input.IsMenuRight(ControllingPlayer))
             {
                 keyPos.X++;
                 if (keyPos.X > keys[(int)keyPos.Y].Length - 1)
                 {
                     keyPos.X = 0;
                 }
             }

             if (input.IsMenuLeft(ControllingPlayer))
             {
                 keyPos.X--;
                 if (keyPos.X < 0)
                 {
                     keyPos.X = keys[(int)keyPos.Y].Length - 1;
                 }
             }

            // Move to the next menu entry?
               //          public bool IsNewButtonPress(Buttons button, PlayerIndex? controllingPlayer,
             //                                            out PlayerIndex playerIndex)
            if ( input.IsNewButtonPress(Buttons.Y,ControllingPlayer, out playerIndex) )
            {
                playerNameChars[selectedEntry] = ' ';
                selectedEntry = Math.Min(selectedEntry + 1, numNameChars - 1);

                playerNameMenuEntry.Text = (new string(playerNameChars, 0, playerNameChars.Length));
            }

            // 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.

            if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out playerIndex) )
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsNewButtonPress(Buttons.B, ControllingPlayer, out playerIndex) ||
                input.IsNewButtonPress(Buttons.X, ControllingPlayer, out playerIndex)
                )
            {
                OnCancel(playerIndex);
            }
            else if (input.IsNewButtonPress(Buttons.Start, ControllingPlayer, out playerIndex))
            {
                CompleteEntry();
            }
        }
开发者ID:kmatzen,项目名称:EECS-494-Final-Project,代码行数:80,代码来源:NameEntryScreen.cs


注:本文中的GameStateManagement.InputState.IsMenuUp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。