protected virtual void OnHover(MouseMoveActionInfo info) { State = ControlState.Hovered; if (MouseOver != null) { MouseOver.Invoke(this, info); } }
public SessionCircle() { Ellipse = new Ellipse { Tag = this }; selectedEllipse = new Ellipse(); canvas = new Canvas(); canvas.Children.Add(Ellipse); canvas.Children.Add(selectedEllipse); UiElement = canvas; canvas.MouseEnter += (sender, e) => MouseOver?.Invoke(this); canvas.MouseLeave += (sender, e) => MouseLeave?.Invoke(this); canvas.MouseDown += (sender, e) => MouseDown?.Invoke(this); canvas.MouseUp += (sender, e) => MouseUp?.Invoke(this); }
/// <summary> /// Called when some number of bodies are underneath the mouse for a certain amount of time. /// </summary> /// <param name="entities">A list of bodies that were underneath the mouse.</param> public void OnMouseOver(IEnumerable <Body> entities) { MouseOver.Invoke(entities); string desc = ""; bool first = true; foreach (Body body in entities) { if (!first) { desc += "\n"; } desc += body.GetDescription(); first = false; } // Create a description of the body and display it on the screen. World.ShowInfo(desc); }
public virtual void Update(GameTime time) { MouseState state = Mouse.GetState(); (float x, float y) = PositionV2 - originOffset; if (MainTexture != null && state.X >= x && state.Y >= y && state.X <= x + MainTexture.Width && state.Y <= y + MainTexture.Height) { IsMouseOver = true; MouseOver?.Invoke(this, state); } else { IsMouseOver = false; } }
public override void Update(GameTime gameTime) { // Save the MouseOverStatus to only send this once per cycle _prevMouseOverStatus = _curMouseOverStatus; // Save the previous mouse state _previousMouse = _currentMouse; // Get the current mouse state _currentMouse = Mouse.GetState(); // Create a rectangle (for "collision") on the current mouse position (1x1 pixel) var mouseRectangle = new Rectangle(_currentMouse.X, _currentMouse.Y, 1, 1); // By default, set isHovering to false as we want to set it true if the mouse is actually hovering the button _isHovering = false; // Check if the mouse is indeed inside the button (Rectangle of it) if (mouseRectangle.Intersects(BoundingBox)) { _isHovering = true; _curMouseOverStatus = true; if (_curMouseOverStatus == true && _prevMouseOverStatus == false) { MouseOver?.Invoke(this, new EventArgs()); } // If the mouse has been released and it was previously pressed (one "firing" event when one release the buttom) if (_currentMouse.LeftButton == ButtonState.Released && _previousMouse.LeftButton == ButtonState.Pressed) { // If the CLICK event handler is not null, invoke it -- equivalent would be if(Click != null) > Click(this, new EventArgs()) Click?.Invoke(this, new EventArgs()); } } else { _curMouseOverStatus = false; } }
/// <summary> /// Raises the <see cref="E:MouseOver"/> event. /// </summary> /// <param name="e">The <see cref="MouseEventArgs"/> instance containing the event data.</param> protected virtual void OnMouseOver(MouseEventArgs e) { MouseOver?.Invoke(this, e); }
/// <summary> /// Invokes MouseOver event. /// </summary> /// <param name="args">Event arguments.</param> internal void InvokeMouseOver(MouseEventArgs args) { this.isMouseOver = true; MouseOver.Invoke(args); }
private void OnMouseOver() { MouseOver?.Invoke(this, EventArgs.Empty); }
private void tableLayoutPanel1_MouseEnter(object sender, EventArgs e) { tableLayoutPanel1.BackColor = System.Drawing.Color.FromArgb(255, 221, 221, 221); MouseOver?.Invoke(this, EventArgs.Empty); }
public void MouseOverCB(WindowEvent e) { MouseOver?.Invoke(e); }
//over protected void RaiseMouseOver(object sender, MouseArg args) { MouseOver?.Invoke(sender, args); }