public override void Initialize() { _graphicsDevice = Game.GraphicsDevice; _mouse = GetComponent <MouseComponent>(); _keyboard = GetComponent <KeyboardComponent>(); base.Initialize(); }
protected override void InitInput() { var mouse = new MouseComponent(this, ResolutionBuddy.Resolution.ScreenToGameCoord); //add the input helper for menus var input = new MouseInputHandler(this); }
public void Update(MouseComponent mouse, KeyboardComponent keyboard) { if (!mouse.IsMouseOwner(this)) { return; } var deltaMouseX = mouse.DeltaPosition().X; var deltaMouseY = mouse.DeltaPosition().Y; var deltaMouseWheel = mouse.DeletaScrollWheel(); if (keyboard.IsKeyReleased(Keys.F4)) { Zoom = 10; _lookAt = Vector3.Zero; } var ownsMouse = mouse.MouseOwner; if (keyboard.IsKeyDown(Keys.LeftAlt)) { mouse.MouseOwner = this; } else { if (ownsMouse == this) { mouse.MouseOwner = null; mouse.ClearStates(); return; } } if (keyboard.IsKeyDown(Keys.LeftAlt)) { mouse.MouseOwner = this; if (mouse.IsMouseButtonDown(MouseButton.Left)) { Yaw += deltaMouseX * 0.01f; Pitch += deltaMouseY * 0.01f; } if (mouse.IsMouseButtonDown(MouseButton.Right)) { MoveCameraRight(deltaMouseX * 0.01f * Zoom * .1f); MoveCameraUp(-deltaMouseY * 0.01f * Zoom * .1f); } else if (deltaMouseWheel != 0) { if (Math.Abs(deltaMouseWheel) > 250) // Weird bug, sometimes this value is very large, probably related to state clearing. Temp fix { deltaMouseWheel = 250 * Math.Sign(deltaMouseWheel); } var oldZoom = (Zoom / 10); Zoom += (deltaMouseWheel * 0.005f) * oldZoom; //_logger.Here().Information($"Setting zoom {Zoom} - {deltaMouseWheel} - {oldZoom}"); } } }
public TrueCraftGame(MultiplayerClient client, IPEndPoint endPoint) { Window.Title = "TrueCraft"; Content.RootDirectory = "Content"; Graphics = new GraphicsDeviceManager(this); Graphics.SynchronizeWithVerticalRetrace = false; Graphics.IsFullScreen = UserSettings.Local.IsFullscreen; Graphics.PreferredBackBufferWidth = UserSettings.Local.WindowResolution.Width; Graphics.PreferredBackBufferHeight = UserSettings.Local.WindowResolution.Height; Client = client; EndPoint = endPoint; NextPhysicsUpdate = DateTime.MinValue; ChunkMeshes = new List <Mesh>(); IncomingChunks = new ConcurrentBag <Mesh>(); PendingMainThreadActions = new ConcurrentBag <Action>(); MouseCaptured = true; var keyboardComponent = new KeyboardComponent(this); KeyboardComponent = keyboardComponent; Components.Add(keyboardComponent); var mouseComponent = new MouseComponent(this); MouseComponent = mouseComponent; Components.Add(mouseComponent); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { var input = new MouseComponent(this, EchoCoord); var debug = new DebugInputComponent(this, Identity); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { var input = new MouseComponent(this); var debug = new DebugInputComponent(this); base.Initialize(); }
public void Update(GameTime gameTime) { int delta = MouseComponent.ScrolledInBounds(_historyField.Bounds); HistoryRenderer.ScrollDelta += (int)(delta / gameTime.ElapsedGameTime.TotalMilliseconds) * ScrollSpeed; UpdateInputText(); }
protected override void Dispose(bool disposing) { if (disposing) { KeyboardComponent.Dispose(); MouseComponent.Dispose(); } base.Dispose(disposing); }
public void updateActionStates(MouseComponent mouseComp) { MouseState newState = mouseComp.NewState; MouseState oldState = mouseComp.OldState; // LeftButton UpdateMouseButton(mouseComp, newState.LeftButton, oldState.LeftButton, "LeftButton"); // MiddleButton UpdateMouseButton(mouseComp, newState.MiddleButton, oldState.MiddleButton, "MiddleButton"); // RightButton UpdateMouseButton(mouseComp, newState.RightButton, oldState.RightButton, "RightButton"); }
/// <summary> /// /// </summary> /// <param name="gameTime"></param> public void update(GameTime gameTime) { UpdateStates(); List <int> entities = ComponentManager.Instance.GetAllEntitiesWithComponentType <MouseComponent>(); if (entities != null) { foreach (var item in entities) { MouseComponent mouse = ComponentManager.Instance.GetEntityComponent <MouseComponent>(item); UpdateActionStates(mouse); } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //Setup for reolution independent rendering Resolution.SetDesiredResolution(1280, 720); Resolution.SetScreenResolution(1024, 768, false); //Create the input things for listening for mouse clicks MouseInput = new MouseComponent(this, Resolution.ScreenToGameCoord); var debug = new DebugInputComponent(this, Resolution.TransformationMatrix); debug.DrawOrder = 100; //Create the water ripple component _water = new WaterRippleComponent(this); _water.DrawOrder = 101; base.Initialize(); }
private void UpdateMouseButton(MouseComponent mouseComp, ButtonState newState, ButtonState oldState, string button) { if (newState == ButtonState.Pressed && oldState != ButtonState.Pressed) { mouseComp.actionStates[button] = BUTTON_STATE.PRESSED; } else if (newState == ButtonState.Pressed && oldState == ButtonState.Pressed) { mouseComp.actionStates[button] = BUTTON_STATE.HELD; } else if (newState != ButtonState.Pressed && oldState == ButtonState.Pressed) { mouseComp.actionStates[button] = BUTTON_STATE.RELEASED; } else { mouseComp.actionStates[button] = BUTTON_STATE.NOT_PRESSED; } }
/// <summary> /// updates state of a specific mousebutton /// </summary> /// <param name="mouse"></param> /// <param name="curState"></param> /// <param name="prevState"></param> /// <param name="button"></param> private void updateBtn(MouseComponent mouse, ButtonState curState, ButtonState prevState, string button) { if (curState == ButtonState.Pressed && prevState != ButtonState.Pressed) { mouse.mouseActionState[button] = ButtonStates.Pressed; } else if (curState == ButtonState.Pressed && prevState == ButtonState.Pressed) { mouse.mouseActionState[button] = ButtonStates.Hold; } else if (curState != ButtonState.Pressed && prevState == ButtonState.Pressed) { mouse.mouseActionState[button] = ButtonStates.Released; } else { mouse.mouseActionState[button] = ButtonStates.Not_Pressed; } }
public override void Initialize() { UpdateOrder = (int)ComponentUpdateOrderEnum.SelectionComponent; DrawOrder = (int)ComponentDrawOrderEnum.SelectionComponent; _mouseComponent = GetComponent <MouseComponent>(); _keyboardComponent = GetComponent <KeyboardComponent>(); _camera = GetComponent <ArcBallCamera>(); _sceneManger = GetComponent <SceneManager>(); _selectionManager = GetComponent <SelectionManager>(); _commandManager = GetComponent <CommandExecutor>(); _spriteBatch = new SpriteBatch(GraphicsDevice); _textTexture = new Texture2D(GraphicsDevice, 1, 1); _textTexture.SetData(new Color[1 * 1] { Color.White }); base.Initialize(); }
public override void Initialize() { _commandManager = GetComponent <CommandExecutor>(); _selectionManager = GetComponent <SelectionManager>(); _keyboard = GetComponent <KeyboardComponent>(); _mouse = GetComponent <MouseComponent>(); var camera = GetComponent <ArcBallCamera>(); var resourceLibary = GetComponent <ResourceLibary>(); _selectionManager.SelectionChanged += OnSelectionChanged; var font = resourceLibary.Content.Load <SpriteFont>("Fonts\\DefaultFont"); _gizmo = new Gizmo(camera, _mouse, GraphicsDevice, new SpriteBatch(GraphicsDevice), font); _gizmo.ActivePivot = PivotType.ObjectCenter; _gizmo.TranslateEvent += GizmoTranslateEvent; _gizmo.RotateEvent += GizmoRotateEvent; _gizmo.ScaleEvent += GizmoScaleEvent; _gizmo.StartEvent += GizmoTransformStart; _gizmo.StopEvent += GizmoTransformEnd; }
public void UpdateState(MouseComponent mouseComp) { mouseComp.OldState = mouseComp.NewState; mouseComp.NewState = Mouse.GetState(); }
/// <summary> /// updates the states of left, right & middle click /// </summary> /// <param name="mouseComponent"></param> public void UpdateActionStates(MouseComponent mouseComponent) { updateBtn(mouseComponent, curState.RightButton, prevState.RightButton, "RightButton"); updateBtn(mouseComponent, curState.LeftButton, prevState.RightButton, "LeftButton"); updateBtn(mouseComponent, curState.MiddleButton, prevState.RightButton, "MiddleButton"); }