private void UpdateKeyboardMouse() { Camera camera = Boku.InGame.inGame.shared.camera; MouseEdit mouseEdit = Boku.InGame.inGame.MouseEdit; MouseEdit.MouseHitInfo hitInfo = MouseEdit.HitInfo; // Don't update mouseOver if the menus are active. This way the focus state will be preserved. if (!MenusActive && !SliderActive) { mouseOver.ActOnPath = KeyboardInput.ShiftIsPressed; mouseOver.Update(inGame, camera); // If the user presses the left button while not over anything // start adding a plain path. if (!mouseOver.Adding && !mouseOver.Adjusting && MouseInput.Left.WasPressed) { Road.GenIndex = 0; mouseOver.NewPath(hitInfo.TerrainPosition, focusColorIndex); } } // Check for Escape to cancel adding. // Also allow clicking the right button to cancel. if (mouseOver.Adding && (Actions.Cancel.WasPressed || MouseInput.Right.WasPressed)) { Actions.Cancel.ClearAllWasPressedState(); MouseInput.Right.ClearAllWasPressedState(); if (mouseOver.Adding) { mouseOver.StopAdding(); } } // Check to see if any of the menus need activating. if (MouseInput.Right.WasPressed) { // The menus may change depending on whether or not the full path is selected. SetUpMenus(); if (mouseOver.Over) { if (mouseOver.node != null) { nodeMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y)); } if (mouseOver.edge != null) { edgeMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y)); } } else { groundMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y)); menuPosition = hitInfo.TerrainPosition; } } groundMenu.Update(); nodeMenu.Update(); edgeMenu.Update(); // See if we've tried to change path types. if (mouseOver.Over && mouseOver.Path != null && mouseOver.node != null && !MenusActive && !sliderActive) { if (Actions.Up.WasPressedOrRepeat) { mouseOver.Path.Road.AdvanceGen(1); } if (Actions.Down.WasPressedOrRepeat) { mouseOver.Path.Road.AdvanceGen(-1); } } // Change edge direction? if (mouseOver.Over && mouseOver.Path != null && mouseOver.edge != null) { if (Actions.Up.WasPressedOrRepeat) { if (mouseOver.ActOnPath) { mouseOver.Path.IncDir(); } else { mouseOver.edge.IncDir(); } } if (Actions.Down.WasPressedOrRepeat) { if (mouseOver.ActOnPath) { mouseOver.Path.DecDir(); } else { mouseOver.edge.DecDir(); } } } // Color palette support. if (mouseOver.Over && mouseOver.Path != null && !MenusActive && !sliderActive) { focusColorIndex = ColorPalette.GetIndexFromColor(mouseOver.Path.Color); Boku.InGame.ColorPalette.Active = true; int numColors = Boku.InGame.ColorPalette.NumEntries; if (Actions.Left.WasPressedOrRepeat) { focusColorIndex = (focusColorIndex + numColors - 1) % numColors; mouseOver.Path.Color = ColorPalette.GetColorFromIndex(focusColorIndex); Foley.PlayColorChange(); Boku.InGame.IsLevelDirty = true; } if (Actions.Right.WasPressedOrRepeat) { focusColorIndex = (focusColorIndex + 1) % numColors; mouseOver.Path.Color = ColorPalette.GetColorFromIndex(focusColorIndex); Foley.PlayColorChange(); Boku.InGame.IsLevelDirty = true; } } else { Boku.InGame.ColorPalette.Active = false; } // // Set up correct HelpOverlay // if (mouseOver.Over) { if (mouseOver.ActOnPath) { HelpOverlay.ReplaceTop("MouseEditPathsFocusPath"); } else if (mouseOver.node != null) { HelpOverlay.ReplaceTop("MouseEditPathsFocusNode"); } else if (mouseOver.edge != null) { HelpOverlay.ReplaceTop("MouseEditPathsFocusEdge"); } } }
private void HandleMouseInput(Camera uicamera) { if (GamePadInput.ActiveMode != GamePadInput.InputMode.KeyboardMouse) { return; } // If the mouse took over from the touch, it should clear any // highlights the touch had going. Boku.InGame.inGame.TouchEdit.Clear(); Camera camera = Boku.InGame.inGame.shared.camera; MouseEdit mouseEdit = Boku.InGame.inGame.MouseEdit; MouseEdit.MouseHitInfo hitInfo = null; hitInfo = MouseEdit.HitInfo; mouseEdit.DoObject(camera); if (hitInfo.HaveActor) { FocusActor = hitInfo.ActorHit; focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color); Boku.InGame.ColorPalette.Active = true; } else { FocusActor = null; Boku.InGame.ColorPalette.Active = false; } if (MouseInput.Left.WasReleased) { selectedActor = null; } //don't add if we detected a paste if (MouseInput.Left.WasPressed && !MenusActive && (mouseEdit.MiddleAction != true)) { MouseInput.Left.ClearAllWasPressedState(); if (FocusActor != null) { // Start draggin if over actor. selectedActor = FocusActor; actorOffset = selectedActor.Movement.Position - hitInfo.TerrainPosition; } else if (!MenusActive && !SliderActive && inGame.editObjectUpdateObj.newItemSelectorShim.State != UIShim.States.Active) { // No actor in focus so activate AddItem menu. Vector2 position = new Vector2(hitInfo.TerrainPosition.X, hitInfo.TerrainPosition.Y); inGame.editObjectUpdateObj.ActivateNewItemSelector(position, true); } } if (MouseInput.Left.IsPressed && (selectedActor != null) && (hitInfo != null)) { Vector3 position = hitInfo.TerrainPosition + actorOffset; selectedActor.Movement.Position = Boku.InGame.SnapPosition(position); // Try and keep the bot directly under the mouse cursor while still being at the correct height. // A possible alternative would be to use the cursor's 2d position for the bot and just have the // bot float at the appropriate height over the cursor. This would allow more exact placement of // bots over terrain but it would mean a visual disconnect between where the cursor is and where // the bot is. There would also be a jump when the bot is first clicked on since the terrain // position of the cursor is most likely further back than the bot's current position. if (hitInfo.VerticalOffset == 0.0f) { Vector3 terrainToCameraDir = hitInfo.TerrainPosition - camera.From; terrainToCameraDir.Normalize(); position = hitInfo.TerrainPosition + terrainToCameraDir * (selectedActor.EditHeight / terrainToCameraDir.Z); selectedActor.Movement.Position = Boku.InGame.SnapPosition(position); } // If the actor is supposed to stay above water, try to enforce that. // This can have some strange visual effects since it forces the actor to // float above where the mouse cursor is but the alternative is to have // actor get dragged under water. if (selectedActor.StayAboveWater) { float waterAlt = Terrain.GetWaterBase(position); if (waterAlt != 0) { position.Z = waterAlt + selectedActor.EditHeight; selectedActor.Movement.Position = Boku.InGame.SnapPosition(position); } } Boku.InGame.IsLevelDirty = true; } if (MouseInput.Right.WasReleased) { menuActor = FocusActor; menuCursorPosition = hitInfo.TerrainPosition; // We need to do this repeatedly since the Paste option will // change depending on what's in the cut/paste buffer. SetUpMenus(); if (FocusActor == null) { actorMenu.Deactivate(); noActorMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y)); } else { noActorMenu.Deactivate(); actorMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y)); // Turn off any thought balloons so they don't clutter the menu. ThoughtBalloonManager.RemoveThoughts(FocusActor); } } noActorMenu.Update(); actorMenu.Update(); // Support for changing tree types via up/down arrow keys. if (FocusActor != null && FocusActor.Classification.name == "tree") { inGame.editObjectUpdateObj.MakeTreeChange(FocusActor); } // Color palette support. if (FocusActor != null && !MenusActive && !sliderActive) { int numColors = Boku.InGame.ColorPalette.NumEntries; if (Actions.Left.WasPressedOrRepeat) { focusColorIndex = (focusColorIndex + numColors - 1) % numColors; shared.curObjectColor = focusColorIndex; FocusActor.ClassColor = ColorPalette.GetColorFromIndex(focusColorIndex); Foley.PlayColorChange(); Boku.InGame.IsLevelDirty = true; } if (Actions.Right.WasPressedOrRepeat) { focusColorIndex = (focusColorIndex + 1) % numColors; shared.curObjectColor = focusColorIndex; FocusActor.ClassColor = ColorPalette.GetColorFromIndex(focusColorIndex); Foley.PlayColorChange(); Boku.InGame.IsLevelDirty = true; } } // Align NSEW if (FocusActor != null && !MenusActive && !sliderActive) { if (Actions.Up.WasPressedOrRepeat) { // Rotate clockwise. float targetRotation = MathHelper.PiOver2 * (int)((FocusActor.Movement.RotationZ + MathHelper.TwoPi - 0.0001f) / MathHelper.PiOver2); FocusActor.Movement.RotationZ = targetRotation; Foley.PlayClickUp(); Boku.InGame.IsLevelDirty = true; } if (Actions.Down.WasPressedOrRepeat) { // Rotate counter-clockwise. float targetRotation = MathHelper.PiOver2 * (int)((FocusActor.Movement.RotationZ + MathHelper.PiOver2 + 0.0001f) / MathHelper.PiOver2); FocusActor.Movement.RotationZ = targetRotation; Foley.PlayClickDown(); Boku.InGame.IsLevelDirty = true; } } // Cut/Copy/Paste via keyboard. if (Actions.Cut.WasPressed && FocusActor != null) { inGame.editObjectUpdateObj.CutAction(FocusActor); } if (Actions.Copy.WasPressed && FocusActor != null) { inGame.editObjectUpdateObj.CopyAction(FocusActor); } if (Actions.Paste.WasPressed) { inGame.editObjectUpdateObj.PasteAction(null, hitInfo.TerrainPosition); } // // Figure out help overlay mode. // if (inGame.editObjectUpdateObj.newItemSelectorShim.State == UIShim.States.Active) { // The pie menu is active. HelpOverlay.ReplaceTop("MouseObjectEditAddItemMenu"); } else if (hitInfo != null && hitInfo.HaveActor) { // We have an actor in focus. if (FocusActor != null && FocusActor.Classification.name == "tree") { HelpOverlay.ReplaceTop("MouseEditEditObjectFocusTree"); } else { HelpOverlay.ReplaceTop("MouseEditEditObjectFocus"); } } }