Beispiel #1
0
 protected override void Pick(MouseOverList mouseOver, VertexPositionNormalTextureHue[] vertexBuffer)
 {
     int x = mouseOver.MousePosition.X - (int)vertexBuffer[0].Position.X;
     int y = mouseOver.MousePosition.Y - (int)vertexBuffer[0].Position.Y;
     if (Provider.IsPointInItemTexture(m_DisplayItemID, x, y, 1))
     {
         mouseOver.AddItem(Entity, vertexBuffer[0].Position);
     }
 }
Beispiel #2
0
        protected override void Pick(MouseOverList mouseOver, VertexPositionNormalTextureHue[] vertexBuffer)
        {
            int x = mouseOver.MousePosition.X - (int)vertexBuffer[0].Position.X;
            int y = mouseOver.MousePosition.Y - (int)vertexBuffer[0].Position.Y;

            if (Provider.IsPointInItemTexture(m_DisplayItemID, x, y, 1))
            {
                mouseOver.AddItem(Entity, vertexBuffer[0].Position);
            }
        }
Beispiel #3
0
 bool Draw3DStretched(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOver, Map map)
 {
     // this is an isometric stretched tile and needs a specialized draw routine.
     m_vertexBufferAlternate[0].Position = drawPosition + m_vertex0_yOffset;
     m_vertexBufferAlternate[1].Position = drawPosition + m_vertex1_yOffset;
     m_vertexBufferAlternate[2].Position = drawPosition + m_vertex2_yOffset;
     m_vertexBufferAlternate[3].Position = drawPosition + m_vertex3_yOffset;
     if (!spriteBatch.DrawSprite(DrawTexture, m_vertexBufferAlternate, Technique))
     {
         return(false);
     }
     if ((mouseOver.PickType & PickType) == PickType)
     {
         if (mouseOver.IsMouseInObjectIsometric(m_vertexBufferAlternate))
         {
             mouseOver.AddItem(Entity, m_vertexBufferAlternate[0].Position);
         }
     }
     return(true);
 }
Beispiel #4
0
        void MobilePick(MouseOverList mouseOver, Vector3 drawPosition, Rectangle area, AAnimationFrame frame)
        {
            int x, y;

            if (DrawFlip)
            {
                // when flipped, the upper right pixel = drawPosition.x + DrawArea.x + 44
                // the upper left pixel = drawposition.x + drawarea.x + 44 - drawarea.width.
                // don't forget to reverse the mouse position!
                x = (int)drawPosition.X + area.X + IsometricRenderer.TILE_SIZE_INTEGER - mouseOver.MousePosition.X;
            }
            else
            {
                // ul pixel = (drawposition - drawarea.x)
                x = mouseOver.MousePosition.X - (int)drawPosition.X + area.X;
            }
            y = mouseOver.MousePosition.Y - ((int)drawPosition.Y - area.Y);
            if (frame.IsPointInTexture(x, y))
            {
                mouseOver.AddItem(Entity, drawPosition);
            }
        }
Beispiel #5
0
 bool Draw3DStretched(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOver, Map map)
 {
     // this is an isometric stretched tile and needs a specialized draw routine.
     m_vertexBufferAlternate[0].Position = drawPosition + m_vertex0_yOffset;
     m_vertexBufferAlternate[1].Position = drawPosition + m_vertex1_yOffset;
     m_vertexBufferAlternate[2].Position = drawPosition + m_vertex2_yOffset;
     m_vertexBufferAlternate[3].Position = drawPosition + m_vertex3_yOffset;
     if (!spriteBatch.DrawSprite(DrawTexture, m_vertexBufferAlternate, Technique))
     {
         return false;
     }
     if ((mouseOver.PickType & PickType) == PickType)
     {
         if (mouseOver.IsMouseInObjectIsometric(m_vertexBufferAlternate))
         {
             mouseOver.AddItem(Entity, m_vertexBufferAlternate[0].Position);
         }
     }
     return true;
 }