//-----------------------------------------------------------------------------
// InputHelper.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
using System;
using System.IO;
using GameStateManagement;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Blackjack
{
///
/// Used to simulate a cursor on the Xbox.
///
public class InputHelper : DrawableGameComponent
{
//public static Game Game;
//static InputHelper instance;
public bool IsEscape;
public bool IsPressed;
Vector2 drawPosition;
private ScreenManager screenManager;
Texture2D texture;
SpriteBatch spriteBatch;
float maxVelocity;
public InputHelper(ScreenManager screenManager)
: base(screenManager.Game)
{
this.screenManager = screenManager;
texture = screenManager.Game.Content.Load(Path.Combine("Images", "GamePadCursor"));
spriteBatch = screenManager.SpriteBatch;
maxVelocity = (float)(ScreenManager.BACK_BUFFER_WIDTH +
ScreenManager.BACK_BUFFER_HEIGHT) / 3000f;
drawPosition = new Vector2(ScreenManager.BACK_BUFFER_WIDTH / 2,
ScreenManager.BACK_BUFFER_HEIGHT / 2);
}
//public static InputHelper Instance
//{
// get
// {
// if (instance == null)
// instance = new InputHelper();
// return instance;
// }
//}
public Vector2 PointPosition
{
get
{
return drawPosition + new Vector2(texture.Width / 2f,
texture.Height / 2f);
}
}
///
/// Updates itself.
///
/// Provides a snapshot of timing values.
public override void Update(GameTime gameTime)
{
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
IsPressed = gamePadState.Buttons.A == ButtonState.Pressed;
IsEscape = gamePadState.Buttons.Back == ButtonState.Pressed;
drawPosition += gamePadState.ThumbSticks.Left
* new Vector2(1, -1)
* gameTime.ElapsedGameTime.Milliseconds
* maxVelocity;
drawPosition = Vector2.Clamp(drawPosition, Vector2.Zero,
new Vector2(ScreenManager.BACK_BUFFER_WIDTH, ScreenManager.BACK_BUFFER_HEIGHT)
- new Vector2(texture.Bounds.Width, texture.Bounds.Height));
}
///
/// Draws cursor.
///
public override void Draw(GameTime gameTime)
{
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, screenManager.GlobalTransformation);
spriteBatch.Draw(texture, drawPosition, null, Color.White, 0, Vector2.Zero, 1,
SpriteEffects.None, 0);
spriteBatch.End();
}
}
}