本文整理汇总了C#中GameStateManagement.InputState.IsNewButtonPress方法的典型用法代码示例。如果您正苦于以下问题:C# InputState.IsNewButtonPress方法的具体用法?C# InputState.IsNewButtonPress怎么用?C# InputState.IsNewButtonPress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.IsNewButtonPress方法的15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.IsNewButtonPress(Buttons.Y, ControllingPlayer, out player))
{
#if XBOX
Debug.Assert (ControllingPlayer != null);
HighScores2.GoLoad(ControllingPlayer ?? PlayerIndex.One);
#else
HighScores2.DoWindowsLoadGame();
#endif
ScreenManager.AddScreen(new HighScoreScreen(), ControllingPlayer);
}
if (input.IsMenuCancel(ControllingPlayer, out player))
{
MediaPlayer.Stop();
}
songSelectionBox.HandleInput(input);
if (songSelectionBox.SongCount <= 0 &&
input.IsNewButtonPress(Buttons.A, null, out player))
{
return;
}
base.HandleInput(input);
}
示例2: HandleInput
public override void HandleInput(InputState input)
{
// cancel the current screen if the user presses the back button
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, null, out player))
{
ExitScreen();
}
if(RootControl != null)
RootControl.HandleInput(input);
base.HandleInput(input);
}
示例3: HandleInput
/// <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(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
// Look up inputs for the active player profile.
int playerIndex = (int)ControllingPlayer.Value;
KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
List<GestureSample> gestures = input.Gestures;
foreach (GestureSample gs in input.Gestures)
{
if (gs.GestureType == GestureType.Tap)
{
if (p1s.destinationBox.Contains((int)gs.Position.X, (int)gs.Position.Y))
{
currentPlayerIndex = 0;
}
else if (p2s.destinationBox.Contains((int)gs.Position.X, (int)gs.Position.Y))
{
currentPlayerIndex = 1;
}
else if (p3s.destinationBox.Contains((int)gs.Position.X, (int)gs.Position.Y))
{
currentPlayerIndex = 2;
}
}
}
if (input.TouchState.Count == 0)
{
players[currentPlayerIndex].velocity = new Vector2(0, 0);
}
foreach (TouchLocation touch in input.TouchState)
{
//Vector2 position = gs.Position;
if ((touch.State == TouchLocationState.Pressed
|| touch.State == TouchLocationState.Moved))
{
CheckForMovement(touch.Position);
break;
}
}
// if the user pressed the back button, we return to the main menu
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
{
LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen());
}
}
示例4: HandleInput
public override void HandleInput(InputState input)
{
//base.HandleInput(input);
PlayerIndex junk;
for (int i = 0; i < 4; i++)
{
//If the player hit A to join
if (input.IsNewButtonPress(Buttons.A, (PlayerIndex)i, out junk) && !towersmash.players[i])
{
towersmash.players[i] = true;
}
//else if the player hit B to leave
else if (input.IsNewButtonPress(Buttons.B, (PlayerIndex)i, out junk) && towersmash.players[i])
{
towersmash.players[i] = false;
}
//If the player moves up the list
if (towersmash.players[i] && input.IsNewButtonPress(Buttons.RightShoulder, (PlayerIndex)i, out junk))
{
player_selection[i]++;
if (player_selection[i] > character_number)
player_selection[i] = 0;
}
//If the player moves down the list
if (towersmash.players[i] && input.IsNewButtonPress(Buttons.LeftShoulder, (PlayerIndex)i, out junk))
{
player_selection[i]--;
if (player_selection[i] < 0)
player_selection[i] = character_number;
}
}
//If anyone wants to start the game
if(input.IsNewButtonPress(Buttons.Start, null, out junk))
{
towersmash.updatenumberofplayers();
if (towersmash.numberofplayers > 1)
{
base.OnCancel(junk);
LoadingScreen.Load(ScreenManager, true, junk, new pvp(ScreenManager));
}
else
{
MessageBoxScreen messagebox = new MessageBoxScreen("Must have at least 2 players ready for battle!");
ScreenManager.AddScreen(messagebox, null);
}
}
//If anyone wants to go back to the main menu
if (input.IsNewButtonPress(Buttons.Back, null, out junk))
{
base.OnCancel(junk);
}
//Quick hack for me on the keyboard
if (input.IsNewKeyPress(Keys.Enter, null, out junk))
{
towersmash.numberofplayers = 2;
towersmash.players[0] = true;
towersmash.players[1] = true;
towersmash.players[2] = false;
towersmash.players[3] = false;
towersmash.characters[0] = playertype.bashy;
towersmash.characters[1] = playertype.shifty;
base.OnCancel(junk);
LoadingScreen.Load(ScreenManager, true, junk, new pvp(ScreenManager));
}
}
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)
{
// we cancel the current menu screen if the user presses the back button
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
{
LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new MenuBackgroundScreen("mainMenubackground"), new MainMenuScreen());
}
// 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 < levelEntries.Count; i++)
{
LevelEntry lvlEntry = levelEntries[i];
if (GetMenuEntryHitBounds(lvlEntry).Contains(tapLocation))
{
if (lvlEntry.starsDisplayed != Stars.LOCKED)
{
// 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
{
Debug.WriteLine("Level locked");
}
}
}
}
if (gesture.GestureType == GestureType.HorizontalDrag)
{
TransitionPosition = -(float)gesture.Delta.X*0.1f;
if (gesture.Delta.X >= 10)
{
IsExiting = true;
}
else if (gesture.Delta.X <= -10)
{
IsExiting = true;
}
Debug.WriteLine(gesture.Delta.X);
}
}
}
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)
{
// 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.........
示例7: HandleInput
/// <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(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
// Look up inputs for the active player profile.
int playerIndex = (int)ControllingPlayer.Value;
KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
// if the user pressed the back button, we return to the main menu
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
{
//LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new MenuBackgroundScreen(), new MainMenuScreen());
ScreenManager.AddScreen(new GameOptionsMenuScreen(), player);
}
//Input that affects the gameplay
CheckForMovement(input);
CheckForCharacterSwitch(input);
CheckForAbilitiesUse(input);
}
示例8: HandleInput
/// <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(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
// Look up inputs for the active player profile.
int playerIndex = (int)ControllingPlayer.Value;
// if the user pressed the back button, we return to the main menu
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
{
LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen());
}
else
{
// Otherwise move the player position.
Vector2 movement = Vector2.Zero;
if (movement.Length() > 1)
movement.Normalize();
playerPosition += movement * 2;
}
////My stuff
var mouseState = Mouse.GetState();
if (mouseState.LeftButton == ButtonState.Pressed)
{
///MathHelper.Clamp(player1.position.Y, 0, 10f);
if (mouseState.Y < 400)
{
player1.isFlip = true;
player1.position.Y = 5;
player1.position.X = mouseState.X - player1.texture.Width / 2;
}
else
{
player1.position.X = mouseState.X - player1.texture.Width / 2;
player1.position.Y = 770f;
player1.isFlip = false;
}
}
}
示例9: 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.........
示例10: HandleCursor
public virtual void HandleCursor(InputState input)
{
PlayerIndex player;
Vector2 position = Camera.ConvertScreenToWorld(input.Cursor);
if ((input.IsNewButtonPress(Buttons.A, PlayerIndex.One, out player) ||
input.IsNewMouseButtonPress(MouseButtons.LeftButton)) &&
_fixedMouseJoint == null)
{
Fixture savedFixture = World.TestPoint(position);
if (savedFixture != null && savedFixture.UserData is SimpleAxiosGameObject && ((SimpleAxiosGameObject)(savedFixture.UserData)).AllowAutomaticMouseJoint)
{
Body body = savedFixture.Body;
_fixedMouseJoint = new FixedMouseJoint(body, position);
_fixedMouseJoint.MaxForce = 1000.0f * body.Mass;
World.AddJoint(_fixedMouseJoint);
body.Awake = true;
}
}
if ((input.IsNewButtonRelease(Buttons.A, ControllingPlayer.Value, out player) ||
input.IsNewMouseButtonRelease(MouseButtons.LeftButton)) &&
_fixedMouseJoint != null)
{
World.RemoveJoint(_fixedMouseJoint);
_fixedMouseJoint = null;
}
if (_fixedMouseJoint != null)
{
_fixedMouseJoint.WorldAnchorB = position;
}
}
示例11: HandleInput
public override void HandleInput(GameTime gameTime, InputState input)
{
#if DEBUG
// Control debug view
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Start, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.Shape);
EnableOrDisableFlag(DebugViewFlags.DebugPanel);
EnableOrDisableFlag(DebugViewFlags.PerformanceGraph);
EnableOrDisableFlag(DebugViewFlags.Joint);
EnableOrDisableFlag(DebugViewFlags.ContactPoints);
EnableOrDisableFlag(DebugViewFlags.ContactNormals);
EnableOrDisableFlag(DebugViewFlags.Controllers);
}
if (input.IsNewKeyPress(Keys.F1, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.Shape);
}
if (input.IsNewKeyPress(Keys.F2, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.DebugPanel);
EnableOrDisableFlag(DebugViewFlags.PerformanceGraph);
}
if (input.IsNewKeyPress(Keys.F3, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.Joint);
}
if (input.IsNewKeyPress(Keys.F4, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.ContactPoints);
EnableOrDisableFlag(DebugViewFlags.ContactNormals);
}
if (input.IsNewKeyPress(Keys.F5, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.PolygonPoints);
}
if (input.IsNewKeyPress(Keys.F6, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.Controllers);
}
if (input.IsNewKeyPress(Keys.F7, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.CenterOfMass);
}
if (input.IsNewKeyPress(Keys.F8, ControllingPlayer.Value, out player))
{
EnableOrDisableFlag(DebugViewFlags.AABB);
}
#endif
if (_userAgent != null)
{
HandleUserAgent(input);
}
if (EnableCameraControl)
{
HandleCamera(input, gameTime);
}
if (HasCursor)
{
HandleCursor(input);
}
PlayerIndex i;
if (input.IsNewButtonPress(Buttons.Back, PlayerIndex.One, out i) || input.IsNewKeyPress(Keys.Escape, PlayerIndex.One, out i))
{
//if (this.ScreenState == GameStateManagement.ScreenState.Active && this.TransitionPosition == 0 && this.TransitionAlpha == 1)
//{ //Give the screens a chance to transition
CleanUp();
ExitScreen();
//}
}
base.HandleInput(gameTime, input);
}
示例12: HandleInput
/// <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(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
// Look up inputs for the active player profile.
int playerIndex = (int)ControllingPlayer.Value;
KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
// if the user pressed the back button, we return to the main menu
PlayerIndex player;
if (input.IsNewButtonPress(Buttons.Back, ControllingPlayer, out player))
{
LoadingScreen.Load(ScreenManager, false, ControllingPlayer,
new MenuBackgroundScreen("mainMenuBackground"),
new MainMenuScreen());
}
else
{
// Otherwise move the player position.
Vector2 movement = Vector2.Zero;
if (keyboardState.IsKeyDown(Keys.Left))
movement.X--;
if (keyboardState.IsKeyDown(Keys.Right))
movement.X++;
if (keyboardState.IsKeyDown(Keys.Up))
movement.Y--;
if (keyboardState.IsKeyDown(Keys.Down))
movement.Y++;
Vector2 thumbstick = gamePadState.ThumbSticks.Left;
movement.X += thumbstick.X;
movement.Y -= thumbstick.Y;
if (movement.Length() > 1)
movement.Normalize();
playerPosition += movement * 2;
}
}
示例13: HandleInput
/// <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.
#if WINDOWS || XBOX360
PlayerIndex playerIndex;
// Move to the previous menu entry?
if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
{
selectedEntry--;
if (selectedEntry < 0)
selectedEntry = menuEntries.Count - 1;
}
// Move to the next menu entry?
if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
{
selectedEntry++;
if (selectedEntry >= menuEntries.Count)
selectedEntry = 0;
}
if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
{
OnSelectEntry(selectedEntry, playerIndex);
}
else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
{
OnCancel(playerIndex);
}
#endif
#if WINDOWS_PHONE
//selectedEntry = 1;
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)
{
//System.Diagnostics.Debugger.Break();
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);
}
}
}
}
#endif
}
示例14: 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();
}
}
示例15: HandleInput
/// <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(InputState input)
{
PlayerIndex pindex;
if (input.IsNewButtonPress(Buttons.Back, PlayerIndex.One, out pindex))
{
//SEND A BACK MESSAGE
OnBackButton();
}
}