Exemple #1
0
        public void MouseMove(int x, int y)
        {
            // If our left mouse button is down, we can apply dragging
            // processing on our focused scene object.
            if ((this.MouseLeftDown || this.MouseRightDown) && this._curFocus != null)
            {
                this._curFocus.Drag(x, y);
            }

            // Make sure that we actually initialized the scene system.
            if (this._UIObject != null)
            {
                // Make sure that we actually have scene objects in our current state.
                if (this._UIObject[(int)Game.State] != null)
                {
                    // Loop through all possible values for the ZOrder.
                    for (int z = ZOrder.GetHighZ(); z >= 0; z--)
                    {
                        // Loop through every scene object we have in our current state.
                        foreach (var obj in this._UIObject[(int)Game.State])
                        {
                            // Does the object's ZIndex match the ZOrder?
                            if (obj.Z == z)
                            {
                                // Is the object visible?
                                if (obj.Visible)
                                {
                                    // Did we move our mouse within the area of the scene object?
                                    if (x >= obj.Left && x <= obj.Left + obj.Width)
                                    {
                                        if (y >= obj.Top && y <= obj.Top + obj.Height)
                                        {
                                            // We did. Invoke appropriate event-handling methods.
                                            obj.ObjectMouseMove(x - obj.Left, y - obj.Top);

                                            // We assume we have the object we moused over.
                                            // Return so that we don't apply similar logic on scene objects that
                                            // should not receive this processing.
                                            return;
                                        }
                                    }
                                }
                                // This break will break out of the current loop through all the scene objects for a respective Z value.
                                // It ensures we don't waste time looking for another object that can't exist.
                                break;
                            }
                        }
                    }
                }
            }
        }
Exemple #2
0
        public void MouseDown(string button, int x, int y)
        {
            // Set the states of the appropriate mouse button to pressed.
            switch (button)
            {
            case "left":
                this.MouseLeftDown = true;
                break;

            case "middle":
                this.MouseMiddleDown = true;
                break;

            case "right":
                this.MouseRightDown = true;
                break;
            }

            // Make sure that the scene system has actually been initialized.
            if (this._UIObject != null)
            {
                // Make sure that we actually have scene objects in our current state.
                if (this._UIObject[(int)Game.State] != null)
                {
                    // Loop through every possible ZOrder value.
                    for (int z = ZOrder.GetHighZ(); z >= 0; z--)
                    {
                        // Loop through all the scene objects in our current state.
                        foreach (var obj in this._UIObject[(int)Game.State])
                        {
                            // Does the ZIndex match the ZOrder?
                            if (obj.Z == z)
                            {
                                // Make sure that the object is visible.
                                if (obj.Visible)
                                {
                                    // Did we click within the area of the scene object?
                                    if (x >= obj.Left && x <= obj.Left + obj.Width)
                                    {
                                        if (y >= obj.Top && y <= obj.Top + obj.Height)
                                        {
                                            //If we had a previous scene object, let that object
                                            // know that it no longer has the focus.
                                            if (this._curFocus != null)
                                            {
                                                this._curFocus.HasFocus = false;
                                            }

                                            // Assign this scene object as our currently focused scene object and
                                            // let it know that it has our focus.
                                            this._curFocus          = obj;
                                            this._curFocus.HasFocus = true;

                                            if (!this.SceneEditor.Visible)
                                            {
                                                this.SceneEditor.Show();
                                            }
                                            this.SceneEditor.LoadObject(ref _curFocus);

                                            // Invoke the appropriate event handling methods.
                                            this._curFocus.ObjectMouseDown(button, x - obj.Left, y - obj.Top);
                                            this._curFocus.BeginDrag(x - obj.Left, y - obj.Top);

                                            // We assume that we have the object we clicked on.
                                            // Return so that we don't apply similar logic on scene objects that
                                            // should not receive this processing.
                                            return;
                                        }
                                    }
                                }
                                // This break will break out of the current loop through all the scene objects for a respective Z value.
                                // It ensures we don't waste time looking for another object that can't exist.
                                break;
                            }
                        }
                    }
                }
            }
        }