Example #1
0
        protected virtual void UpdateMouseState(InputState state)
        {
            if (PassThrough)
            {
                return;
            }

            MouseState mouse = (MouseState)state.Mouse;

            currentCursorHandler = null;

            foreach (InputHandler h in inputHandlers)
            {
                if (!h.IsActive)
                {
                    continue;
                }

                ICursorInputHandler ch = h as ICursorInputHandler;

                if (ch == null)
                {
                    continue;
                }

                // Make first handler which is active the current handler. (Handlers are ordered by priority.)
                if (currentCursorHandler == null && ch.Position != null)
                {
                    currentCursorHandler = ch;
                }

                h.UpdateInput(currentCursorHandler == h);

                foreach (var b in mouse.ButtonStates)
                {
                    switch (b.Button)
                    {
                    case MouseButton.Left:
                        b.State |= ch.Left ?? false;
                        break;

                    case MouseButton.Middle:
                        b.State |= ch.Middle ?? false;
                        break;

                    case MouseButton.Right:
                        b.State |= ch.Right ?? false;
                        break;

                    case MouseButton.Button1:
                        b.State |= ch.Back ?? false;
                        break;

                    case MouseButton.Button2:
                        b.State |= ch.Forward ?? false;
                        break;
                    }
                }

                mouse.WheelUp   |= ch.WheelUp ?? false;
                mouse.WheelDown |= ch.WheelDown ?? false;
            }

            if (currentCursorHandler != null)
            {
                //convert InputHandler coordinates to native scren coordinates.
                Vector2 pos = currentCursorHandler.Position ?? Vector2.Zero;

                pos.X /= currentCursorHandler.Size.X;
                pos.Y /= currentCursorHandler.Size.Y;

                Quad q = ScreenSpaceInputQuad;

                mouse.Position = q.TopLeft + new Vector2(pos.X * q.Width, pos.Y * q.Height);
            }
            else
            {
                mouse.Position = Vector2.Zero;
            }
        }
        protected virtual void UpdateMouseState(InputState state)
        {
            if (PassThrough)
            {
                return;
            }

            MouseState mouse = (MouseState)state.Mouse;

            currentCursorHandler = null;

            foreach (InputHandler h in inputHandlers)
            {
                if (!h.IsActive)
                {
                    continue;
                }

                ICursorInputHandler ch = h as ICursorInputHandler;

                if (ch == null)
                {
                    continue;
                }

                // Make first handler which is active the current handler. (Handlers are ordered by priority.)
                if (currentCursorHandler == null && ch.Position != null)
                {
                    currentCursorHandler = ch;
                }

                h.UpdateInput(currentCursorHandler == h);

                foreach (var b in mouse.ButtonStates)
                {
                    switch (b.Button)
                    {
                    case MouseButton.Left:
                        b.State |= ch.Left ?? false;
                        break;

                    case MouseButton.Middle:
                        b.State |= ch.Middle ?? false;
                        break;

                    case MouseButton.Right:
                        b.State |= ch.Right ?? false;
                        break;

                    case MouseButton.Button1:
                        b.State |= ch.Back ?? false;
                        break;

                    case MouseButton.Button2:
                        b.State |= ch.Forward ?? false;
                        break;
                    }
                }

                mouse.WheelUp   |= ch.WheelDiff.HasValue && ch.WheelDiff.Value > 0;
                mouse.WheelDown |= ch.WheelDiff.HasValue && ch.WheelDiff.Value < 0;
                mouse.WheelDiff += ch.WheelDiff ?? 0;
            }

            if (currentCursorHandler != null)
            {
                //convert inputhandler coordinates to inputmanager coordinates.
                Vector2 pos = currentCursorHandler.Position ?? Vector2.Zero;

                pos = Vector2.Multiply(pos, Vector2.Divide(Host.DrawSize, currentCursorHandler.Size));

                mouse.Position = pos;
            }
            else
            {
                mouse.Position = Vector2.Zero;
            }
        }