void InputManager_OnPointerWheelChanged(Vector2 position, Input.PointerType pointerType, GameTime gameTime) { lock (lockObj) { CurrentScene?.PointerWheelChanged(position, gameTime); } }
public override bool PointerDown(Vector2 position, Input.PointerType pointerType) { if (base.PointerDown(position, pointerType)) { return(true); } startPos = position; return(true); }
public override bool PointerUp(Vector2 position, Input.PointerType pointerType) { return(base.PointerUp(position, pointerType)); }