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Learning XNA 3.0
book

Learning XNA 3.0

by Aaron Reed
November 2008
Beginner content levelBeginner
510 pages
16h 24m
English
O'Reilly Media, Inc.
Content preview from Learning XNA 3.0

Input on the Zune

Obviously, one of the key differences in developing games for the Zune versus developing for the PC or Xbox 360 is how to handle input on the Zune. With the Zune, the player has no ability to use a mouse, a keyboard, or an Xbox 360 gamepad. The Zune buttons and Zune pad are mapped to controls in the GamePad class, as illustrated in Figure 8-6.

Input control maps from the Zune to the GamePad class

Figure 8-6. Input control maps from the Zune to the GamePad class

In other words, the Back button on the Zune maps to the Back button on the gamepad, and so on. Because there is only ever one set of input buttons on the Zune (there's no way to add an additional gamepad, like there is on the Xbox 360), you should use PlayerIndex.One when reading input from a Zune device. To determine whether the Back button on the Zune is pressed, you would use the following line of code:

if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
    // BAM!!!

The Zune pad functions as both a navigational device and a button. If the player presses the center of the Zune pad, it registers as a press of the A button on the Xbox 360 controller. To check to see if the Zune pad was pressed, you'd use this code:

if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
    // A button pressed Cap'n!

If you wanted to see if the Play/Pause button on the Zune was pressed, you'd use this code:

if (GamePad.GetState(PlayerIndex.One).Buttons.B ...
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Publisher Resources

ISBN: 9780596154905Supplemental ContentErrata Page