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- if (GamePad.GetState(PlayerIndex.One).IsConnected)
- {
- var buttonList = new List<Buttons>()
- {
- {Buttons.A},
- {Buttons.B},
- {Buttons.Y},
- {Buttons.X},
- {Buttons.Start},
- {Buttons.Back},
- {Buttons.RightShoulder},
- {Buttons.LeftShoulder},
- {Buttons.RightTrigger},
- {Buttons.LeftTrigger}
- };
- foreach (var button in buttonList)
- {
- if (GamePad.GetState(PlayerIndex.One).IsButtonDown(button))
- ExitMainMenu= true;
- }
- }
- public bool HasInputChanged(GamePadState previousGamePadState, bool ignoreThumbsticks)
- {
- GamePadState currentState = GamePad.GetState( PlayerIndex.One );
- if ((currentState.IsConnected) && (currentState.PacketNumber != previousGamePadState.PacketNumber))
- {
- //ignore thumbstick movement
- if ((ignoreThumbsticks == true) && ((currentState.ThumbSticks.Left.Length() != previousGamePadState.ThumbSticks.Left.Length() )&&(currentState.ThumbSticks.Right.Length() != previousGamePadState.ThumbSticks.Right.Length()) ))
- return false;
- return true
- }
- return false;
- }
- var properties = typeof(GamePadButtons).GetProperties(BindingFlags.Public | BindingFlags.Instance);
- foreach (var property in properties)
- {
- var value = property.GetValue(GamePad.GetState(PlayerIndex.One).Buttons);
- if (value is ButtonState && (ButtonState)value == ButtonState.Pressed)
- ExitMainMenu = true;
- }
- playerInput = GamePad.GetState(PlayerIndex.One);
- emptyInput = new GamePadState(Vector2.Zero, Vector2.Zero, 0, 0);
- if (playerInput != emptyInput){
- // yay!!!!, a button push!
- //
- // P.S., remember to allow any PlayerIndex to take control of the the game
- // from the main menu. It sucks when you pick up controller2 and it doesn't work.
- }
- var buttonList = (Buttons[])Enum.GetValues(typeof(Buttons));
- foreach (var button in buttonList)
- {
- if (GamePad.GetState(PlayerIndex.One).IsButtonDown(button))
- ExitMainMenu= true;
- }
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