Esempio n. 1
0
        private void Update()
        {
            _prevPointerDownState = _pointerDownState;

            if (UnityEngine.Input.GetMouseButtonDown(0))
            {
                OnPointerDown?.Invoke();
                _pointerDownState = true;
            }

            if (UnityEngine.Input.GetMouseButtonUp(0))
            {
                OnPointerUp?.Invoke();
                _pointerDownState = false;
            }

            Vector2 mousePosition = UnityEngine.Input.mousePosition;
            Vector2 posDifference = mousePosition - _prevMousePos;

            if (posDifference.magnitude > 0f)
            {
                OnPointerMoved?.Invoke(posDifference);
                _prevMousePos = mousePosition;

                if (_prevPointerDownState && _pointerDownState)
                {
                    OnPointerDragged?.Invoke(posDifference);
                }
            }
        }
Esempio n. 2
0
        public void UpdateInput(GameTime gameTime)
        {
            MouseState mouseState = Mouse.GetState();

            curKeyboardState = Keyboard.GetState();

            Vector2 mousePos = new Vector2(mouseState.X, mouseState.Y);

            Vector2 ScaledOffset = renderConfig.ScaledOffset;
            Vector2 Scale        = renderConfig.Scale;

            Vector2 scaledPosition = new Vector2((mousePos.X - ScaledOffset.X) / Scale.X,
                                                 (mousePos.Y - ScaledOffset.Y) / Scale.Y);

            MousePosition       = mousePos;
            ScaledMousePosition = scaledPosition;

            if (mousePos != prevMousePos)
            {
                OnPointerMoved?.Invoke(scaledPosition, PointerType.None, gameTime);
                prevMousePos = mousePos;
            }

            // Left mouse button
            if (mouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton == ButtonState.Released)
            {
                OnPointerPressed?.Invoke(scaledPosition, PointerType.LeftMouse, gameTime);
            }
            if (mouseState.LeftButton == ButtonState.Released && prevMouseState.LeftButton == ButtonState.Pressed)
            {
                OnPointerReleased?.Invoke(scaledPosition, PointerType.LeftMouse, gameTime);
            }

            // Middle mouse button
            if (mouseState.MiddleButton == ButtonState.Pressed && prevMouseState.MiddleButton == ButtonState.Released)
            {
                OnPointerPressed?.Invoke(scaledPosition, PointerType.MiddleMouse, gameTime);
            }
            if (mouseState.MiddleButton == ButtonState.Released && prevMouseState.MiddleButton == ButtonState.Pressed)
            {
                OnPointerReleased?.Invoke(scaledPosition, PointerType.MiddleMouse, gameTime);
            }

            // Right mouse button
            if (mouseState.RightButton == ButtonState.Pressed && prevMouseState.RightButton == ButtonState.Released)
            {
                OnPointerPressed?.Invoke(scaledPosition, PointerType.RightMouse, gameTime);
            }
            if (mouseState.RightButton == ButtonState.Released && prevMouseState.RightButton == ButtonState.Pressed)
            {
                OnPointerReleased?.Invoke(scaledPosition, PointerType.RightMouse, gameTime);
            }

            // Mouse wheel
            int newWheelValue = mouseState.ScrollWheelValue;
            int curWheelDelta = newWheelValue - prevWheelValue;

            prevWheelValue = newWheelValue;
            if (curWheelDelta != 0)
            {
                OnPointerWheelChanged?.Invoke(new Vector2(curWheelDelta, 0), PointerType.Wheel, gameTime);
            }

            // Handle keyboard events
            HandleKeyboardEvents(curKeyboardState, prevKeyboardState, gameTime);

            prevMouseState    = mouseState;
            prevKeyboardState = curKeyboardState;
        }