2012-03-19 23:57:59 +00:00
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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2012-04-13 03:09:49 +00:00
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using GameStateManagement;
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2012-03-19 23:57:59 +00:00
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namespace FarseerPhysics.SamplesFramework
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{
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/// <summary>
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/// an enum of all available mouse buttons.
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/// </summary>
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public enum MouseButtons
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{
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LeftButton,
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MiddleButton,
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RightButton,
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ExtraButton1,
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ExtraButton2
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}
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public class InputHelper
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{
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private readonly List<GestureSample> _gestures = new List<GestureSample>();
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private GamePadState _currentGamePadState;
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private KeyboardState _currentKeyboardState;
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private MouseState _currentMouseState;
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private GamePadState _currentVirtualState;
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private GamePadState _lastGamePadState;
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private KeyboardState _lastKeyboardState;
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private MouseState _lastMouseState;
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private GamePadState _lastVirtualState;
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private bool _handleVirtualStick;
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private Vector2 _cursor;
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private bool _cursorIsValid;
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private bool _cursorIsVisible;
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private bool _cursorMoved;
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private Sprite _cursorSprite;
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#if WINDOWS_PHONE
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private VirtualStick _phoneStick;
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private VirtualButton _phoneA;
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private VirtualButton _phoneB;
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#endif
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private ScreenManager _manager;
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private Viewport _viewport;
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/// <summary>
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/// Constructs a new input state.
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/// </summary>
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public InputHelper(ScreenManager manager)
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{
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_currentKeyboardState = new KeyboardState();
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_currentGamePadState = new GamePadState();
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_currentMouseState = new MouseState();
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_currentVirtualState = new GamePadState();
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_lastKeyboardState = new KeyboardState();
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_lastGamePadState = new GamePadState();
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_lastMouseState = new MouseState();
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_lastVirtualState = new GamePadState();
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_manager = manager;
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_cursorIsVisible = false;
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_cursorMoved = false;
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#if WINDOWS_PHONE
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_cursorIsValid = false;
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#else
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_cursorIsValid = true;
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#endif
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_cursor = Vector2.Zero;
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_handleVirtualStick = false;
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}
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public GamePadState GamePadState
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{
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get { return _currentGamePadState; }
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}
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public KeyboardState KeyboardState
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{
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get { return _currentKeyboardState; }
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}
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public MouseState MouseState
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{
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get { return _currentMouseState; }
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}
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public GamePadState VirtualState
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{
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get { return _currentVirtualState; }
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}
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public GamePadState PreviousGamePadState
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{
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get { return _lastGamePadState; }
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}
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public KeyboardState PreviousKeyboardState
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{
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get { return _lastKeyboardState; }
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}
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public MouseState PreviousMouseState
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{
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get { return _lastMouseState; }
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}
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public GamePadState PreviousVirtualState
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{
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get { return _lastVirtualState; }
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}
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public bool ShowCursor
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{
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get { return _cursorIsVisible && _cursorIsValid; }
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set { _cursorIsVisible = value; }
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}
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public bool EnableVirtualStick
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{
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get { return _handleVirtualStick; }
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set { _handleVirtualStick = value; }
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}
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public Vector2 Cursor
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{
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get { return _cursor; }
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}
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public bool IsCursorMoved
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{
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get { return _cursorMoved; }
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}
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public bool IsCursorValid
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{
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get { return _cursorIsValid; }
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}
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public void LoadContent()
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{
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_cursorSprite = new Sprite(_manager.Content.Load<Texture2D>("Common/cursor"));
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#if WINDOWS_PHONE
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// virtual stick content
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_phoneStick = new VirtualStick(_manager.Content.Load<Texture2D>("Common/socket"),
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_manager.Content.Load<Texture2D>("Common/stick"), new Vector2(80f, 400f));
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Texture2D temp = _manager.Content.Load<Texture2D>("Common/buttons");
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_phoneA = new VirtualButton(temp, new Vector2(695f, 380f), new Rectangle(0, 0, 40, 40), new Rectangle(0, 40, 40, 40));
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_phoneB = new VirtualButton(temp, new Vector2(745f, 360f), new Rectangle(40, 0, 40, 40), new Rectangle(40, 40, 40, 40));
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#endif
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_viewport = _manager.GraphicsDevice.Viewport;
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}
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/// <summary>
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/// Reads the latest state of the keyboard and gamepad and mouse/touchpad.
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/// </summary>
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public void Update(GameTime gameTime)
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{
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_lastKeyboardState = _currentKeyboardState;
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_lastGamePadState = _currentGamePadState;
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_lastMouseState = _currentMouseState;
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if (_handleVirtualStick)
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{
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_lastVirtualState = _currentVirtualState;
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}
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_currentKeyboardState = Keyboard.GetState();
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_currentGamePadState = GamePad.GetState(PlayerIndex.One);
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_currentMouseState = Mouse.GetState();
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if (_handleVirtualStick)
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{
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#if XBOX
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_currentVirtualState= GamePad.GetState(PlayerIndex.One);
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#elif WINDOWS
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if (GamePad.GetState(PlayerIndex.One).IsConnected)
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{
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_currentVirtualState = GamePad.GetState(PlayerIndex.One);
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}
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else
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{
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_currentVirtualState = HandleVirtualStickWin();
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}
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#elif WINDOWS_PHONE
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_currentVirtualState = HandleVirtualStickWP7();
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#endif
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}
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_gestures.Clear();
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while (TouchPanel.IsGestureAvailable)
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{
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_gestures.Add(TouchPanel.ReadGesture());
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}
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// Update cursor
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Vector2 oldCursor = _cursor;
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if (_currentGamePadState.IsConnected && _currentGamePadState.ThumbSticks.Left != Vector2.Zero)
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{
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Vector2 temp = _currentGamePadState.ThumbSticks.Left;
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_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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Mouse.SetPosition((int)_cursor.X, (int)_cursor.Y);
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}
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else
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{
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_cursor.X = _currentMouseState.X;
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_cursor.Y = _currentMouseState.Y;
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}
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_cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width);
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_cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height);
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if (_cursorIsValid && oldCursor != _cursor)
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{
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_cursorMoved = true;
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}
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else
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{
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_cursorMoved = false;
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}
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#if WINDOWS
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if (_viewport.Bounds.Contains(_currentMouseState.X, _currentMouseState.Y))
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#elif WINDOWS_PHONE
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if (_currentMouseState.LeftButton == ButtonState.Pressed)
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#endif
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}
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public void Draw()
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{
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if (_cursorIsVisible && _cursorIsValid)
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{
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_manager.SpriteBatch.Begin();
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_manager.SpriteBatch.Draw(_cursorSprite.Texture, _cursor, null, Color.White, 0f, _cursorSprite.Origin, 1f, SpriteEffects.None, 0f);
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_manager.SpriteBatch.End();
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}
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#if WINDOWS_PHONE
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if (_handleVirtualStick)
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{
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_manager.SpriteBatch.Begin();
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_phoneA.Draw(_manager.SpriteBatch);
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_phoneB.Draw(_manager.SpriteBatch);
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_phoneStick.Draw(_manager.SpriteBatch);
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_manager.SpriteBatch.End();
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}
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#endif
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}
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private GamePadState HandleVirtualStickWin()
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{
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Vector2 _leftStick = Vector2.Zero;
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List<Buttons> _buttons = new List<Buttons>();
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if (_currentKeyboardState.IsKeyDown(Keys.A))
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{
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_leftStick.X -= 1f;
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}
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if (_currentKeyboardState.IsKeyDown(Keys.S))
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{
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_leftStick.Y -= 1f;
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}
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if (_currentKeyboardState.IsKeyDown(Keys.D))
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{
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_leftStick.X += 1f;
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}
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if (_currentKeyboardState.IsKeyDown(Keys.W))
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{
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_leftStick.Y += 1f;
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}
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if (_currentKeyboardState.IsKeyDown(Keys.Space))
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{
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_buttons.Add(Buttons.A);
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}
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if (_currentKeyboardState.IsKeyDown(Keys.LeftControl))
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{
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_buttons.Add(Buttons.B);
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}
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if (_leftStick != Vector2.Zero)
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{
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_leftStick.Normalize();
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}
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return new GamePadState(_leftStick, Vector2.Zero, 0f, 0f, _buttons.ToArray());
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}
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private GamePadState HandleVirtualStickWP7()
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{
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List<Buttons> _buttons = new List<Buttons>();
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Vector2 _stick = Vector2.Zero;
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#if WINDOWS_PHONE
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_phoneA.Pressed = false;
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_phoneB.Pressed = false;
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TouchCollection touchLocations = TouchPanel.GetState();
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foreach (TouchLocation touchLocation in touchLocations)
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{
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_phoneA.Update(touchLocation);
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_phoneB.Update(touchLocation);
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_phoneStick.Update(touchLocation);
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}
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if (_phoneA.Pressed)
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{
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_buttons.Add(Buttons.A);
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}
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if (_phoneB.Pressed)
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{
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_buttons.Add(Buttons.B);
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}
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_stick = _phoneStick.StickPosition;
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#endif
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return new GamePadState(_stick, Vector2.Zero, 0f, 0f, _buttons.ToArray());
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}
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/// <summary>
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/// Helper for checking if a key was newly pressed during this update.
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/// </summary>
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public bool IsNewKeyPress(Keys key)
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{
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return (_currentKeyboardState.IsKeyDown(key) &&
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_lastKeyboardState.IsKeyUp(key));
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}
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public bool IsNewKeyRelease(Keys key)
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{
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return (_lastKeyboardState.IsKeyDown(key) &&
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_currentKeyboardState.IsKeyUp(key));
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}
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public bool IsNewVirtualButtonPress(Buttons button)
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{
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return (_lastVirtualState.IsButtonUp(button) &&
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_currentVirtualState.IsButtonDown(button));
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}
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public bool IsNewVirtualButtonRelease(Buttons button)
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{
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return (_lastVirtualState.IsButtonDown(button) &&
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_currentVirtualState.IsButtonUp(button));
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}
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/// <summary>
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/// Helper for checking if a button was newly pressed during this update.
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/// </summary>
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public bool IsNewButtonPress(Buttons button)
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{
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return (_currentGamePadState.IsButtonDown(button) &&
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_lastGamePadState.IsButtonUp(button));
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}
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public bool IsNewButtonRelease(Buttons button)
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{
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return (_lastGamePadState.IsButtonDown(button) &&
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_currentGamePadState.IsButtonUp(button));
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}
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/// <summary>
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/// Helper for checking if a mouse button was newly pressed during this update.
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/// </summary>
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public bool IsNewMouseButtonPress(MouseButtons button)
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{
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switch (button)
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{
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case MouseButtons.LeftButton:
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return (_currentMouseState.LeftButton == ButtonState.Pressed &&
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_lastMouseState.LeftButton == ButtonState.Released);
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case MouseButtons.RightButton:
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return (_currentMouseState.RightButton == ButtonState.Pressed &&
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_lastMouseState.RightButton == ButtonState.Released);
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case MouseButtons.MiddleButton:
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return (_currentMouseState.MiddleButton == ButtonState.Pressed &&
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_lastMouseState.MiddleButton == ButtonState.Released);
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case MouseButtons.ExtraButton1:
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return (_currentMouseState.XButton1 == ButtonState.Pressed &&
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_lastMouseState.XButton1 == ButtonState.Released);
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case MouseButtons.ExtraButton2:
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|
return (_currentMouseState.XButton2 == ButtonState.Pressed &&
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|
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_lastMouseState.XButton2 == ButtonState.Released);
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default:
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return false;
|
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|
|
}
|
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}
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|
/// <summary>
|
|
|
|
|
/// Checks if the requested mouse button is released.
|
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|
|
/// </summary>
|
|
|
|
|
/// <param name="button">The button.</param>
|
|
|
|
|
public bool IsNewMouseButtonRelease(MouseButtons button)
|
|
|
|
|
{
|
|
|
|
|
switch (button)
|
|
|
|
|
{
|
|
|
|
|
case MouseButtons.LeftButton:
|
|
|
|
|
return (_lastMouseState.LeftButton == ButtonState.Pressed &&
|
|
|
|
|
_currentMouseState.LeftButton == ButtonState.Released);
|
|
|
|
|
case MouseButtons.RightButton:
|
|
|
|
|
return (_lastMouseState.RightButton == ButtonState.Pressed &&
|
|
|
|
|
_currentMouseState.RightButton == ButtonState.Released);
|
|
|
|
|
case MouseButtons.MiddleButton:
|
|
|
|
|
return (_lastMouseState.MiddleButton == ButtonState.Pressed &&
|
|
|
|
|
_currentMouseState.MiddleButton == ButtonState.Released);
|
|
|
|
|
case MouseButtons.ExtraButton1:
|
|
|
|
|
return (_lastMouseState.XButton1 == ButtonState.Pressed &&
|
|
|
|
|
_currentMouseState.XButton1 == ButtonState.Released);
|
|
|
|
|
case MouseButtons.ExtraButton2:
|
|
|
|
|
return (_lastMouseState.XButton2 == ButtonState.Pressed &&
|
|
|
|
|
_currentMouseState.XButton2 == ButtonState.Released);
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Checks for a "menu select" input action.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool IsMenuSelect()
|
|
|
|
|
{
|
|
|
|
|
return IsNewKeyPress(Keys.Space) ||
|
|
|
|
|
IsNewKeyPress(Keys.Enter) ||
|
|
|
|
|
IsNewButtonPress(Buttons.A) ||
|
|
|
|
|
IsNewButtonPress(Buttons.Start) ||
|
|
|
|
|
IsNewMouseButtonPress(MouseButtons.LeftButton);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsMenuPressed()
|
|
|
|
|
{
|
|
|
|
|
return _currentKeyboardState.IsKeyDown(Keys.Space) ||
|
|
|
|
|
_currentKeyboardState.IsKeyDown(Keys.Enter) ||
|
|
|
|
|
_currentGamePadState.IsButtonDown(Buttons.A) ||
|
|
|
|
|
_currentGamePadState.IsButtonDown(Buttons.Start) ||
|
|
|
|
|
_currentMouseState.LeftButton == ButtonState.Pressed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsMenuReleased()
|
|
|
|
|
{
|
|
|
|
|
return IsNewKeyRelease(Keys.Space) ||
|
|
|
|
|
IsNewKeyRelease(Keys.Enter) ||
|
|
|
|
|
IsNewButtonRelease(Buttons.A) ||
|
|
|
|
|
IsNewButtonRelease(Buttons.Start) ||
|
|
|
|
|
IsNewMouseButtonRelease(MouseButtons.LeftButton);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Checks for a "menu cancel" input action.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool IsMenuCancel()
|
|
|
|
|
{
|
|
|
|
|
return IsNewKeyPress(Keys.Escape) ||
|
|
|
|
|
IsNewButtonPress(Buttons.Back);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|