/// <summary>
 /// Input Handling for Cursor Down event.
 /// </summary>
 private void CursorDown(object sender, CursorDownArgs e)
 {
     if ((e.Position.X > (this.Position.X + 44) && e.Position.X < (this.Position.X + 596)) &&
         (e.Position.Y > (this.Position.Y + 44) && e.Position.Y < (this.Position.Y + 114)))
     {
         this.Touch();
     }
 }
Exemple #2
0
        /// <summary>
        /// Handle the CursorDown event.
        /// </summary>
        private void Touch_CursorDown(object sender, CursorDownArgs e)
        {
            IRTGame game = this.Game as IRTGame;

            game.ParticleManager.Queue(
                new ParticleEffect(e.Position, 50, ParticleEffect.EffectType.Ring, 0.2f, 3.0f, Color.SteelBlue)
                );

            //AnimationManager.Instance.QueueAnimation(AnimationManager.AnimationType.Reject, e.Position);
        }
 /// <summary>
 /// Handle the CursorDown event.
 /// </summary>
 private void CursorDown(object sender, CursorDownArgs e)
 {
     if (this.ReadyToStart)
     {
         if ((e.Position.X > 39 && e.Position.X < (39 + TextureManager.Instance.Sprites.Config.Start.Width)) &&
             (e.Position.Y > 655 && e.Position.Y < (655 + TextureManager.Instance.Sprites.Config.Start.Height)))
         {
             this.Configurated();
         }
     }
 }
Exemple #4
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 /// <summary>
 /// Handles the CursorDown event.
 /// </summary>
 /// <param name="sender">Always null.</param>
 /// <param name="e">Data of event.</param>
 private void Instance_CursorDown(object sender, CursorDownArgs e)
 {
     // Check if the touch was inside the x area of the menu.
     if (e.Position.X < (this.Position.X + this.UnitTexture.Width) && e.Position.X > this.Position.X)
     {
         // Check if the touch was inside the y area of the menu.
         if (e.Position.Y < (this.Position.Y + this.UnitTexture.Height) && e.Position.Y > this.Position.Y)
         {
             this.AttributesVisible = !this.AttributesVisible;
         }
     }
 }
Exemple #5
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 /// <summary>
 /// Handles the CursorDown event.
 /// </summary>
 /// <param name="sender">Always null.</param>
 /// <param name="e">Data of event.</param>
 private void CursorDown_Handler(object sender, CursorDownArgs e)
 {
     // Handles the event only if the aim is enabled.
     if (this.Enabled)
     {
         // If the touch was in the area of the aim
         if ((e.Position.X < (this.Position.X + this.AimAlly.Width / 2) && e.Position.X > (this.Position.X - this.AimAlly.Width / 2)) &&
             (e.Position.Y < (this.Position.Y + this.AimAlly.Height / 2) && e.Position.Y > (this.Position.Y - this.AimAlly.Height / 2)))
         {
             this.AimingField = true;
         }
     }
 }
Exemple #6
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        /// <summary>
        /// Handles the CursorDown event.
        /// </summary>
        /// <param name="sender">Always null.</param>
        /// <param name="e">Data of event.</param>
        private void CursorDown_Handler(object sender, CursorDownArgs e)
        {
            // Handles the event only if the mover is enabled.
            if (this.Enabled)
            {
                if (this.ReadyToOrient)
                {
                    // Touch was inside of the area to orient.
                    if (Vector2.Distance(e.Position, this.Area.Position) < this.Area.Radius)
                    {
                        this.ReadyToOrient = false;
                        this.Orienting     = true;

                        // Store the cursor identifier to track the CursorUpdate and CursorUp event.
                        this.CursorIdentifier = e.Identifier;
                    }
                }
                else
                {
                    // Touch was inside of the X area of the unit.
                    if (e.Position.X < (this.Unit.Position.X + this.Unit.Texture.Width) && e.Position.X > this.Unit.Position.X)
                    {
                        // Touch was inside of the Y area of the unit.
                        if (e.Position.Y < (this.Unit.Position.Y + this.Unit.Texture.Height / 4) && e.Position.Y > this.Unit.Position.Y)
                        {
                            this.Moving = true;

                            // Dispatch the Started Event.
                            if (this.Started != null)
                            {
                                this.Started();
                            }

                            // Store the cursor identifier to track the CursorUpdate and CursorUp event.
                            this.CursorIdentifier = e.Identifier;
                        }
                    }
                }
            }
        }
Exemple #7
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        /// <summary>
        /// Handles the CursorDown event.
        /// </summary>
        /// <param name="sender">Always null.</param>
        /// <param name="e">Data of event.</param>
        private void CursorDown_Handler(object sender, CursorDownArgs e)
        {
            // Handles the event only if the aim is enabled.
            if (this.Enabled)
            {
                // If the touch was in the area of the aim
                if ((e.Position.X < (this.Position.X + this.AimAlly.Width / 2) && e.Position.X > (this.Position.X - this.AimAlly.Width / 2)) &&
                    (e.Position.Y < (this.Position.Y + this.AimAlly.Height / 2) && e.Position.Y > (this.Position.Y - this.AimAlly.Height / 2)))
                {
                    this.AimingField = true;

                    // Dispatch the Started Event.
                    if (this.Started != null)
                    {
                        this.Started();
                    }

                    // Store the cursor identifier to track the CursorUpdate and CursorUp event.
                    this.CursorIdentifier = e.Identifier;
                }
            }
        }
Exemple #8
0
        /// <summary>
        /// Handles the CursorDown event.
        /// </summary>
        /// <param name="sender">Always null.</param>
        /// <param name="e">Data of event</param>
        private void CursorDown_Handler(object sender, CursorDownArgs e)
        {
            // Test if the unit can be selected
            if (!this.IsDead && !this.IsSelected)
            {
                // Touch was inside of the X area of the character.
                if (e.Position.X < (this.Position.X + this.Texture.Width) && e.Position.X > this.Position.X)
                {
                    // Touch was inside of the Y area of the character.
                    if (e.Position.Y < (this.Position.Y + this.Texture.Height / 4) && e.Position.Y > this.Position.Y)
                    {
                        // Unselect the player's units.
                        foreach (Unit unit in this.Player.Units)
                        {
                            unit.IsSelected = false;
                        }

                        this.IsSelected = true;
                    }
                }
            }
        }
Exemple #9
0
        /// <summary>
        /// Input Handling for Cursor Down event.
        /// </summary>
        private void CursorDown(object sender, CursorDownArgs e)
        {
            // Touch at unit.
            if ((e.Position.X > this.Position.X && e.Position.X < (this.Position.X + TextureManager.Instance.Sprites.Config.UnitGreen.Width)) &&
                (e.Position.Y > this.Position.Y && e.Position.Y < (this.Position.Y + TextureManager.Instance.Sprites.Config.UnitGreen.Height)))
            {
                this.Touch();
            }

            // Enable attributes only if the unit is selected.
            else if (this.Selected)
            {
                Vector2 attributePosition = new Vector2((640 * ((int)this.Position.X / 640)) + 38, 379);

                // Previous character
                if ((e.Position.X > (attributePosition.X + 23) && e.Position.X < (attributePosition.X + 104)) &&
                    (e.Position.Y > (attributePosition.Y + 49) && e.Position.Y < (attributePosition.Y + 247)))
                {
                    this.PreviousCharacter();
                }

                // Next character
                else if ((e.Position.X > (attributePosition.X + 104) && e.Position.X < (attributePosition.X + 184)) &&
                         (e.Position.Y > (attributePosition.Y + 49) && e.Position.Y < (attributePosition.Y + 247)))
                {
                    this.NextCharacter();
                }

                // -5
                else if (e.Position.X > (attributePosition.X + 345) && e.Position.X < (attributePosition.X + 378))
                {
                    // Strength
                    if (e.Position.Y > (attributePosition.Y + 82) && e.Position.Y < (attributePosition.Y + 115))
                    {
                        this.ChangeStrength(-5);
                    }

                    // Agility
                    else if (e.Position.Y > (attributePosition.Y + 115) && e.Position.Y < (attributePosition.Y + 147))
                    {
                        this.ChangeAgility(-5);
                    }

                    // Vitality
                    else if (e.Position.Y > (attributePosition.Y + 147) && e.Position.Y < (attributePosition.Y + 181))
                    {
                        this.ChangeVitality(-5);
                    }

                    // Inteligence
                    else if (e.Position.Y > (attributePosition.Y + 181) && e.Position.Y < (attributePosition.Y + 214))
                    {
                        this.ChangeInteligence(-5);
                    }

                    // Dexterity
                    else if (e.Position.Y > (attributePosition.Y + 214) && e.Position.Y < (attributePosition.Y + 247))
                    {
                        this.ChangeDexterity(-5);
                    }
                }

                // -1
                else if (e.Position.X > (attributePosition.X + 378) && e.Position.X < (attributePosition.X + 411))
                {
                    // Strength
                    if (e.Position.Y > (attributePosition.Y + 82) && e.Position.Y < (attributePosition.Y + 115))
                    {
                        this.ChangeStrength(-1);
                    }

                    // Agility
                    else if (e.Position.Y > (attributePosition.Y + 115) && e.Position.Y < (attributePosition.Y + 147))
                    {
                        this.ChangeAgility(-1);
                    }

                    // Vitality
                    else if (e.Position.Y > (attributePosition.Y + 147) && e.Position.Y < (attributePosition.Y + 181))
                    {
                        this.ChangeVitality(-1);
                    }

                    // Inteligence
                    else if (e.Position.Y > (attributePosition.Y + 181) && e.Position.Y < (attributePosition.Y + 214))
                    {
                        this.ChangeInteligence(-1);
                    }

                    // Dexterity
                    else if (e.Position.Y > (attributePosition.Y + 214) && e.Position.Y < (attributePosition.Y + 247))
                    {
                        this.ChangeDexterity(-1);
                    }
                }

                // +1
                else if (e.Position.X > (attributePosition.X + 475) && e.Position.X < (attributePosition.X + 508))
                {
                    // Strength
                    if (e.Position.Y > (attributePosition.Y + 82) && e.Position.Y < (attributePosition.Y + 115))
                    {
                        this.ChangeStrength(1);
                    }

                    // Agility
                    else if (e.Position.Y > (attributePosition.Y + 115) && e.Position.Y < (attributePosition.Y + 147))
                    {
                        this.ChangeAgility(1);
                    }

                    // Vitality
                    else if (e.Position.Y > (attributePosition.Y + 147) && e.Position.Y < (attributePosition.Y + 181))
                    {
                        this.ChangeVitality(1);
                    }

                    // Inteligence
                    else if (e.Position.Y > (attributePosition.Y + 181) && e.Position.Y < (attributePosition.Y + 214))
                    {
                        this.ChangeInteligence(1);
                    }

                    // Dexterity
                    else if (e.Position.Y > (attributePosition.Y + 214) && e.Position.Y < (attributePosition.Y + 247))
                    {
                        this.ChangeDexterity(1);
                    }
                }

                // +5
                else if (e.Position.X > (attributePosition.X + 508) && e.Position.X < (attributePosition.X + 541))
                {
                    // Strength
                    if (e.Position.Y > (attributePosition.Y + 82) && e.Position.Y < (attributePosition.Y + 115))
                    {
                        this.ChangeStrength(5);
                    }

                    // Agility
                    else if (e.Position.Y > (attributePosition.Y + 115) && e.Position.Y < (attributePosition.Y + 147))
                    {
                        this.ChangeAgility(5);
                    }

                    // Vitality
                    else if (e.Position.Y > (attributePosition.Y + 147) && e.Position.Y < (attributePosition.Y + 181))
                    {
                        this.ChangeVitality(5);
                    }

                    // Inteligence
                    else if (e.Position.Y > (attributePosition.Y + 181) && e.Position.Y < (attributePosition.Y + 214))
                    {
                        this.ChangeInteligence(5);
                    }

                    // Dexterity
                    else if (e.Position.Y > (attributePosition.Y + 214) && e.Position.Y < (attributePosition.Y + 247))
                    {
                        this.ChangeDexterity(5);
                    }
                }
            }
        }
Exemple #10
0
        /// <summary>
        /// Input Handling for Cursor Down event.
        /// </summary>
        private void CursorDown(object sender, CursorDownArgs e)
        {
            // 1st Line
            if (e.Position.Y > (this.Position.Y + 783) && e.Position.Y < (this.Position.Y + 822))
            {
                if (e.Position.X > (this.Position.X + 27) && e.Position.X < (this.Position.X + 66))
                {
                    this.Typed("1");
                }

                else if (e.Position.X > (this.Position.X + 71) && e.Position.X < (this.Position.X + 110))
                {
                    this.Typed("2");
                }

                else if (e.Position.X > (this.Position.X + 115) && e.Position.X < (this.Position.X + 154))
                {
                    this.Typed("3");
                }

                else if (e.Position.X > (this.Position.X + 159) && e.Position.X < (this.Position.X + 198))
                {
                    this.Typed("4");
                }

                else if (e.Position.X > (this.Position.X + 203) && e.Position.X < (this.Position.X + 242))
                {
                    this.Typed("5");
                }

                else if (e.Position.X > (this.Position.X + 247) && e.Position.X < (this.Position.X + 283))
                {
                    this.Typed("6");
                }

                else if (e.Position.X > (this.Position.X + 291) && e.Position.X < (this.Position.X + 330))
                {
                    this.Typed("7");
                }

                else if (e.Position.X > (this.Position.X + 335) && e.Position.X < (this.Position.X + 374))
                {
                    this.Typed("8");
                }

                else if (e.Position.X > (this.Position.X + 379) && e.Position.X < (this.Position.X + 418))
                {
                    this.Typed("9");
                }

                else if (e.Position.X > (this.Position.X + 423) && e.Position.X < (this.Position.X + 462))
                {
                    this.Typed("0");
                }

                else if (e.Position.X > (this.Position.X + 467) && e.Position.X < (this.Position.X + 594))
                {
                    this.Typed(null);
                }
            }

            // 2nd Line
            else if (e.Position.Y > (this.Position.Y + 827) && e.Position.Y < (this.Position.Y + 866))
            {
                if (e.Position.X > (this.Position.X + 35) && e.Position.X < (this.Position.X + 74))
                {
                    this.Typed("Q");
                }

                else if (e.Position.X > (this.Position.X + 79) && e.Position.X < (this.Position.X + 118))
                {
                    this.Typed("W");
                }

                else if (e.Position.X > (this.Position.X + 123) && e.Position.X < (this.Position.X + 162))
                {
                    this.Typed("E");
                }

                else if (e.Position.X > (this.Position.X + 167) && e.Position.X < (this.Position.X + 206))
                {
                    this.Typed("R");
                }

                else if (e.Position.X > (this.Position.X + 211) && e.Position.X < (this.Position.X + 250))
                {
                    this.Typed("T");
                }

                else if (e.Position.X > (this.Position.X + 255) && e.Position.X < (this.Position.X + 294))
                {
                    this.Typed("Y");
                }

                else if (e.Position.X > (this.Position.X + 299) && e.Position.X < (this.Position.X + 338))
                {
                    this.Typed("U");
                }

                else if (e.Position.X > (this.Position.X + 343) && e.Position.X < (this.Position.X + 382))
                {
                    this.Typed("I");
                }

                else if (e.Position.X > (this.Position.X + 387) && e.Position.X < (this.Position.X + 426))
                {
                    this.Typed("O");
                }

                else if (e.Position.X > (this.Position.X + 431) && e.Position.X < (this.Position.X + 470))
                {
                    this.Typed("P");
                }

                else if (e.Position.X > (this.Position.X + 475) && e.Position.X < (this.Position.X + 514))
                {
                    this.Typed("(");
                }

                else if (e.Position.X > (this.Position.X + 519) && e.Position.X < (this.Position.X + 558))
                {
                    this.Typed("[");
                }

                else if (e.Position.X > (this.Position.X + 563) && e.Position.X < (this.Position.X + 602))
                {
                    this.Typed("{");
                }
            }

            // 3rd Line
            else if (e.Position.Y > (this.Position.Y + 871) && e.Position.Y < (this.Position.Y + 910))
            {
                if (e.Position.X > (this.Position.X + 46) && e.Position.X < (this.Position.X + 85))
                {
                    this.Typed("A");
                }

                else if (e.Position.X > (this.Position.X + 90) && e.Position.X < (this.Position.X + 129))
                {
                    this.Typed("S");
                }

                else if (e.Position.X > (this.Position.X + 134) && e.Position.X < (this.Position.X + 173))
                {
                    this.Typed("D");
                }

                else if (e.Position.X > (this.Position.X + 178) && e.Position.X < (this.Position.X + 217))
                {
                    this.Typed("F");
                }

                else if (e.Position.X > (this.Position.X + 222) && e.Position.X < (this.Position.X + 261))
                {
                    this.Typed("G");
                }

                else if (e.Position.X > (this.Position.X + 266) && e.Position.X < (this.Position.X + 305))
                {
                    this.Typed("H");
                }

                else if (e.Position.X > (this.Position.X + 310) && e.Position.X < (this.Position.X + 349))
                {
                    this.Typed("J");
                }

                else if (e.Position.X > (this.Position.X + 354) && e.Position.X < (this.Position.X + 393))
                {
                    this.Typed("K");
                }

                else if (e.Position.X > (this.Position.X + 398) && e.Position.X < (this.Position.X + 437))
                {
                    this.Typed("L");
                }

                else if (e.Position.X > (this.Position.X + 442) && e.Position.X < (this.Position.X + 481))
                {
                    this.Typed("C");
                }

                else if (e.Position.X > (this.Position.X + 486) && e.Position.X < (this.Position.X + 525))
                {
                    this.Typed(")");
                }

                else if (e.Position.X > (this.Position.X + 530) && e.Position.X < (this.Position.X + 569))
                {
                    this.Typed("]");
                }

                else if (e.Position.X > (this.Position.X + 574) && e.Position.X < (this.Position.X + 613))
                {
                    this.Typed("}");
                }
            }

            // 4th Line
            else if (e.Position.Y > (this.Position.Y + 915) && e.Position.Y < (this.Position.Y + 954))
            {
                if (e.Position.X > (this.Position.X + 27) && e.Position.X < (this.Position.X + 66))
                {
                    this.Typed("\\");
                }

                else if (e.Position.X > (this.Position.X + 71) && e.Position.X < (this.Position.X + 110))
                {
                    this.Typed("Z");
                }

                else if (e.Position.X > (this.Position.X + 115) && e.Position.X < (this.Position.X + 154))
                {
                    this.Typed("X");
                }

                else if (e.Position.X > (this.Position.X + 159) && e.Position.X < (this.Position.X + 198))
                {
                    this.Typed("C");
                }

                else if (e.Position.X > (this.Position.X + 203) && e.Position.X < (this.Position.X + 242))
                {
                    this.Typed("V");
                }

                else if (e.Position.X > (this.Position.X + 247) && e.Position.X < (this.Position.X + 283))
                {
                    this.Typed("B");
                }

                else if (e.Position.X > (this.Position.X + 291) && e.Position.X < (this.Position.X + 330))
                {
                    this.Typed("N");
                }

                else if (e.Position.X > (this.Position.X + 335) && e.Position.X < (this.Position.X + 374))
                {
                    this.Typed("M");
                }

                else if (e.Position.X > (this.Position.X + 379) && e.Position.X < (this.Position.X + 418))
                {
                    this.Typed("<");
                }

                else if (e.Position.X > (this.Position.X + 423) && e.Position.X < (this.Position.X + 462))
                {
                    this.Typed(">");
                }

                else if (e.Position.X > (this.Position.X + 467) && e.Position.X < (this.Position.X + 506))
                {
                    this.Typed(",");
                }

                else if (e.Position.X > (this.Position.X + 511) && e.Position.X < (this.Position.X + 550))
                {
                    this.Typed(".");
                }

                else if (e.Position.X > (this.Position.X + 555) && e.Position.X < (this.Position.X + 594))
                {
                    this.Typed("/");
                }
            }

            // 5th Line
            else if (e.Position.Y > (this.Position.Y + 959) && e.Position.Y < (this.Position.Y + 997))
            {
                if (e.Position.X > (this.Position.X + 115) && e.Position.X < (this.Position.X + 506))
                {
                    this.Typed(" ");
                }
            }
        }
        /// <summary>
        /// Input Handling for Cursor Down event.
        /// </summary>
        private void CursorDown(object sender, CursorDownArgs e)
        {
            // Check if the items can be selected or executed.
            if (this.Enabled && this.Visible && !this.Freezed)
            {
                // Define if the touch was inside the menu x area.
                float limitX = this.Position.X + TextureManager.Instance.Sprites.Menu.ItemPlayerOne.Width;
                if (e.Position.X < limitX && e.Position.X > this.Position.X)
                {
                    // Define if the touch was inside the menu y area.
                    if (e.Position.Y > this.Position.Y && e.Position.Y < IRTSettings.Default.Height)
                    {
                        // Updates the menu.
                        this.ChangedField = true;

                        // Deactivate the aim.
                        if (this.Aim.Enabled)
                        {
                            this.Aim.Deactivate();
                        }

                        // Deactivate the mover.
                        if (this.Mover.Enabled)
                        {
                            this.Mover.Deactivate();
                        }

                        // Check if the touch was inside some action item.
                        for (int index = 0; index < this.Actions.Count; index++)
                        {
                            // If action touched.
                            float limitY = this.Actions[index].Position.Y + TextureManager.Instance.Sprites.Menu.ItemPlayerOne.Height;
                            if (e.Position.Y < limitY && e.Position.Y > this.Actions[index].Position.Y)
                            {
                                // Check if its an unselection.
                                if (this.Actions[index].Selected)
                                {
                                    this.UnselectAction(this.Actions[index]);
                                }
                                else
                                {
                                    this.UnselectMenu();

                                    this.Actions[index].Selected = true;
                                    this.Actions[index].RaiseExecute();
                                }

                                // Action menu was un/selected.
                                return;
                            }
                        }

                        // Check if the touch was inside some command item.
                        for (int index = 0; index < this.Actions.Count; index++)
                        {
                            // Check the childs only if the action menu is selected.
                            if (this.Actions[index].Selected)
                            {
                                // Check all commands.
                                for (int subindex = 0; subindex < this.Actions[index].Commands.Count; subindex++)
                                {
                                    // If command touched.
                                    float limitY = this.Actions[index].Commands[subindex].Position.Y + TextureManager.Instance.Sprites.Menu.ItemPlayerOne.Height;
                                    if (e.Position.Y < limitY && e.Position.Y > this.Actions[index].Commands[subindex].Position.Y)
                                    {
                                        // Check if the command can be executed.
                                        if (this.Actions[index].Commands[subindex].Command.Enabled)
                                        {
                                            // Check if its an unselection
                                            if (this.Actions[index].Commands[subindex].Selected)
                                            {
                                                this.Actions[index].Commands[subindex].Selected = false;
                                            }
                                            else
                                            {
                                                // Unselect all commands.
                                                this.UnselectCommands();

                                                this.Actions[index].Commands[subindex].Selected = true;
                                                this.Actions[index].Commands[subindex].RaiseExecute();
                                            }
                                        }

                                        // Command menu was un/selected.
                                        return;
                                    }
                                }
                            }
                        }

                        // Touch outside the area of the menu.
                        return;
                    }
                }
            }
        }