public override void Update(ref Matrix parentMatrix)
        {
            // Check for input but only if selected.
            if (selected)
            {
                GamePadInput pad = GamePadInput.GetGamePad0();

                if (Actions.Select.WasPressed)
                {
                    Actions.Select.ClearAllWasPressedState();

                    if (onAButton != null)
                    {
                        onAButton();
                        Foley.PlayPressA();
                    }
                }

                if (Actions.X.WasPressed)
                {
                    Actions.X.ClearAllWasPressedState();

                    if (onXButton != null)
                    {
                        onXButton();
                        Foley.PlayCut();
                    }
                }
            }

            RefreshTexture();

            base.Update(ref parentMatrix);
        }   // end of UIGridModularButtonElement Update()
        }   // end of HandleMouseInput()

        public override void HandleTouchInput(TouchContact touch, Vector2 hitUV)
        {
            if (onXButton != null)
            {
                if (xButtonBox.Touched(touch, hitUV))
                {
                    onXButton();
                    Foley.PlayCut();
                }
            }

            if (onAButton != null)
            {
                if (aButtonBox.Touched(touch, hitUV))
                {
                    onAButton();
                    Foley.PlayPressA();
                }
            }
        }   // end of HandleTouchInput()
        }   // end of UIGridModularButtonElement Update()

        /// <summary>
        /// Test mouse input against buttons.  hitUV is in
        /// local UV coords for button.  Full range is 0..1
        /// in either coordinate.
        /// </summary>
        /// <param name="hitUV"></param>
        public override void HandleMouseInput(Vector2 hitUV)
        {
            if (onXButton != null)
            {
                if (xButtonBox.LeftPressed(hitUV))
                {
                    onXButton();
                    Foley.PlayCut();
                }
            }

            if (onAButton != null)
            {
                if (aButtonBox.LeftPressed(hitUV))
                {
                    onAButton();
                    Foley.PlayPressA();
                }
            }
        }   // end of HandleMouseInput()
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        public void HandleMouseInput()
        {
            if (GamePadInput.ActiveMode != GamePadInput.InputMode.KeyboardMouse)
            {
                return;
            }
            // In eyedropper mode, show the pointy cursor.
            if (KeyboardInput.AltIsPressed)
            {
                inGame.Cursor3D.Rep    = Cursor3D.Visual.Pointy;
                inGame.Cursor3D.Hidden = false;
            }
            else
            {
                inGame.Cursor3D.Hidden = true;
            }

            if (KeyboardInput.AltIsPressed)
            {
                // Sample the current terrain.
                if (MouseEdit.TriggerSample())
                {
                    MouseInput.Left.IgnoreUntilReleased = true;

                    // Prevent terrain from being painted when Alt is being used to select material.
                    editMode = Terrain.EditMode.Noop;

                    Vector3 p   = MouseEdit.HitInfo.TerrainPosition;
                    Vector2 pos = new Vector2(p.X, p.Y);

                    ushort matIdx = Terrain.GetMaterialType(pos);
                    if (TerrainMaterial.IsValid(matIdx, false, false))
                    {
                        Terrain.CurrentMaterialIndex = matIdx;
                        Foley.PlayCut();
                    }
                }
            }
            else if (!PickerXInUse && !PickerYInUse)
            {
                if (DebouncePending)
                {
                    return;
                }

                if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse)
                {
                    // Set the mode based on whether or not
                    // option keys are pressed.
                    if (MouseInput.Left.WasPressed)
                    {
                        editMode = Terrain.EditMode.PaintAndAddMaterial;
                        if (KeyboardInput.ShiftIsPressed)
                        {
                            editMode = Terrain.EditMode.PaintMaterial;
                        }
                        else if (KeyboardInput.CtrlIsPressed)
                        {
                            editMode = Terrain.EditMode.AddAtCenter;
                        }
                    }
                }
            }
        }
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        }   // end of BasePicker RestorePreviousChoice()

        public virtual void Update(PerspectiveUICamera camera)
        {
            if (active)
            {
                if (hidden)
                {
                    // Note, even though we're hidden we may still be rendering our fade out.
                    double elapsedTime = Time.WallClockTotalSeconds - startFadeTime;
                    if (elapsedTime >= fadeTime)
                    {
                        Alpha = 0.0f;
                    }
                    else
                    {
                        Alpha = 1.0f - (float)(elapsedTime / fadeTime);
                    }
                }
                else
                {
                    // Not hidden, so respond to user input.

                    int scroll = MouseInput.ScrollWheel - MouseInput.PrevScrollWheel;

                    if (Actions.PickerRight.WasPressedOrRepeat || scroll > 0)
                    {
                        Actions.PickerRight.ClearAllWasPressedState();
                        DecrementFocus();
                    }
                    if (Actions.PickerLeft.WasPressedOrRepeat || scroll < 0)
                    {
                        Actions.PickerLeft.ClearAllWasPressedState();
                        IncrementFocus();
                    }

                    if (Actions.Select.WasPressed)
                    {
                        Actions.Select.ClearAllWasPressedState();

                        SelectCurrentChoice();
                        Foley.PlayPressA();
                    }

                    if (Actions.Cancel.WasPressedOrRepeat)
                    {
                        Actions.Cancel.ClearAllWasPressedState();

                        RestorePreviousChoice();
                        Foley.PlayBack();
                    }
                    bool handled = false;
                    if (GamePadInput.ActiveMode == GamePadInput.InputMode.Touch)
                    {
                        handled = HandleTouchInput(camera);
                    }
                    else if (GamePadInput.ActiveMode == GamePadInput.InputMode.KeyboardMouse)
                    {
                        handled = HandleMouseInput(camera);
                    }

                    if (!handled)
                    {
                        // If the user clicked but didn't hit any of the picker elements, close the picker.
                        // If alt is pressed, they must be in eyedropper mode.
                        if ((MouseInput.Left.WasPressed && !KeyboardInput.AltIsPressed) ||
                            (TouchGestureManager.Get().TapGesture.WasRecognized))
                        {
                            SelectCurrentChoice();
                            Foley.PlayPressA();
                        }
                        else if (Actions.Sample.WasPressed ||
                                 MouseEdit.TriggerSample() || TouchEdit.TriggerSample())
                        {
                            Actions.Sample.ClearAllWasPressedState();

                            int t = OnSampleType();
                            if (t >= 0)
                            {
                                OnSetType(t);
                                Point selection = grid.SelectionIndex;
                                selection.X         = t;
                                grid.SelectionIndex = selection;
                                Foley.PlayCut();
                            }
                            else
                            {
                                Foley.PlayNoBudget();
                            }
                        }
                    }

                    grid.Update(ref worldMatrix);
                }
            } // end if active
        }     // end of BasePicker Update()