private bool _wasOnTarget = false; //was the mouse on target last frame? #endregion Fields #region Constructors /// <summary> /// Create a new MouseHandler for the given target. /// </summary> /// <param name="target">Target.</param> public MouseHandler(GameObject target) { _target = target; _game = _target.game; _game.OnAfterStep += HandleOnStep; _lastX = Input.mouseX; _lastY = Input.mouseY; }
//------------------------------------------------------------------------------------------------------------------------ // Game() //------------------------------------------------------------------------------------------------------------------------ /// <summary> /// Initializes a new instance of the <see cref="Game"/> class. /// This class represents a game window, containing an openGL view. /// </summary> /// <param name='width'> /// Width of the window in pixels. /// </param> /// <param name='height'> /// Height of the window in pixels. /// </param> /// <param name='fullScreen'> /// If set to <c>true</c> the application will run in fullscreen mode. /// </param> public Game(int pWidth, int pHeight, bool pFullScreen, bool pVSync = true) : base() { if (main != null) { throw new Exception ("Only a single instance of Game is allowed"); } else { main = this; _updateManager = new UpdateManager (); _collisionManager = new CollisionManager (); _glContext = new GLContext (this); _glContext.CreateWindow (pWidth, pHeight, pFullScreen, pVSync); _gameObjectsContained = new List<GameObject>(); //register ourselves for updates Add (this); } }