GameStateManagement.InputState.IsMenuDown C# (CSharp) Method

IsMenuDown() public method

Checks for a "menu down" input action. The controllingPlayer parameter specifies which player to read input for. If this is null, it will accept input from any player.
public IsMenuDown ( ) : bool
return bool
        public bool IsMenuDown()
        {
            return IsNewKeyPress(Keys.Down);
        }

Usage Example

Example #1
0
        /// <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);
            }
        }
All Usage Examples Of GameStateManagement.InputState::IsMenuDown