/// <summary> /// Call HandleInput on the screen managers. /// </summary> /// <param name="elapsedGameTime">The time in seconds since the last frame</param> /// <param name="mousePosition">The current screen space position of the mouse</param> public override void HandleInput(float elapsedGameTime, Vector2 mousePosition) { base.HandleInput(elapsedGameTime, mousePosition); Vector2 gameMouseCoords = Camera.ScreenToGameCoords(mousePosition); if (ScreenUIObjects.ShouldHandleInput) { ScreenUIObjects.HandleInput(elapsedGameTime, mousePosition); } if (InGameUIObjects.ShouldHandleInput) { InGameUIObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (GameObjects.ShouldHandleInput) { GameObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (EnvironmentObjects.ShouldHandleInput) { EnvironmentObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (Modules.ShouldHandleInput) { Modules.HandleInput(elapsedGameTime, mousePosition); } }
/// <summary> /// Call HandleInput on the screen managers. /// </summary> /// <param name="elapsedGameTime">The time in seconds since the last frame</param> /// <param name="mousePosition">The current screen space position of the mouse</param> public override void HandleInput(float elapsedGameTime, Vector2 mousePosition) { base.HandleInput(elapsedGameTime, mousePosition); Vector2 gameMouseCoords = Camera.Instance.ScreenToGameCoords(mousePosition); // Handle these in this order so we respect the depth elements implied here if (ScreenUIObjects.ShouldHandleInput) { ScreenUIObjects.HandleInput(elapsedGameTime, mousePosition); } if (InGameUIObjects.ShouldHandleInput) { InGameUIObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (GameObjects.ShouldHandleInput) { GameObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (EnvironmentObjects.ShouldHandleInput) { EnvironmentObjects.HandleInput(elapsedGameTime, gameMouseCoords); } if (Modules.ShouldHandleInput) { Modules.HandleInput(elapsedGameTime, mousePosition); } }