/// <summary> /// Handles the MouseWheelMoved event of the <see cref="GameBase.RenderWindow"/>. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="SFML.Window.MouseWheelEventArgs"/> instance containing the event data.</param> void rw_MouseWheelMoved(object sender, MouseWheelEventArgs e) { if (MouseWheelMoved != null) { MouseWheelMoved.Raise(this, e); } }
internal override void Update(GameTime gameTime) { _gameTime = gameTime; _currentState = Mouse.GetState(); CheckButtonPressed(s => s.LeftButton, MouseButton.Left); CheckButtonPressed(s => s.MiddleButton, MouseButton.Middle); CheckButtonPressed(s => s.RightButton, MouseButton.Right); CheckButtonPressed(s => s.XButton1, MouseButton.XButton1); CheckButtonPressed(s => s.XButton2, MouseButton.XButton2); CheckButtonReleased(s => s.LeftButton, MouseButton.Left); CheckButtonReleased(s => s.MiddleButton, MouseButton.Middle); CheckButtonReleased(s => s.RightButton, MouseButton.Right); CheckButtonReleased(s => s.XButton1, MouseButton.XButton1); CheckButtonReleased(s => s.XButton2, MouseButton.XButton2); // Check for any sort of mouse movement. if (_previousState.X != _currentState.X || _previousState.Y != _currentState.Y) { MouseMoved.Raise(this, new MouseEventArgs(gameTime.TotalGameTime, _previousState, _currentState)); } // Handle mouse wheel events. if (_previousState.ScrollWheelValue != _currentState.ScrollWheelValue) { MouseWheelMoved.Raise(this, new MouseEventArgs(gameTime.TotalGameTime, _previousState, _currentState)); } _previousState = _currentState; }