Esempio n. 1
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        private void UpdateUniforms(float dt)
        {
            Date  = new Vector4(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, (float)DateTime.Now.TimeOfDay.TotalSeconds);
            Mouse = new Vector4(_mouse.GetState().Position.X, _mouse.GetState().Position.Y, (_mouse.GetState().LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed) ? 1 : 0, (_mouse.GetState().RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed) ? 1 : 0);

            TimeDelta  = dt;
            Time      += dt;
            Resolution = new Vector3(GraphicsDevice.PresentationParameters.Bounds.Size.ToVector2(), 1.0f);
            if (Channel0 != null)
            {
                Channel0.Time += dt;
            }
            if (Channel1 != null)
            {
                Channel1.Time += dt;
            }
            if (Channel2 != null)
            {
                Channel2.Time += dt;
            }
            if (Channel3 != null)
            {
                Channel3.Time += dt;
            }
        }
Esempio n. 2
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        /// <summary>
        /// The update method that is called to update your game logic.
        /// </summary>
        /// <param name="gameTime"></param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            var mouseState = mouse.GetState();

            if (mouseState.MiddleButton == ButtonState.Released)
            {
                middleIsRecord = false;
            }

            middlePressed = mouseState.MiddleButton == ButtonState.Pressed;

            MoveCamera();
        }
Esempio n. 3
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        protected override void Update(GameTime gameTime)
        {
            _mouseState    = _mouse.GetState();
            _keyboardState = _keyboard.GetState();

            base.Update(gameTime);
        }
Esempio n. 4
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        protected override void Update(GameTime time)
        {
            if (_first)
            {
                // WPF window is not yet loaded when initialize is called, thus SetCursor does not work there, instead call it in the first update
                _mouse.SetCursor(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
                _first = false;
            }
            // every update we can now query the keyboard & mouse for our WpfGame
            var mouseState = _mouse.GetState();

            if (mouseState.X == 0 && mouseState.Y == 0)
            {
                // WPF returns empty mouseposition at startup, until window is at least once rendered. only then will it return proper mouse positions
                // so we deferr updating until we get a valid mousestate
                return;
            }
            var keyboardState = _keyboard.GetState();

            if (!IsActive())
            {
                return;
            }
            if (keyboardState.IsKeyDown(Keys.Escape))
            {
                Environment.Exit(0);
            }
            _terrainScene.Update(time, mouseState, keyboardState, (x, y) => _mouse.SetCursor(x, y));
        }
Esempio n. 5
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        protected override void Draw(GameTime time)
        {
            var mousePosition       = _mouse.GetState();
            var defaultRenderTarget = (RenderTarget2D)GraphicsDevice.GetRenderTargets()[0].RenderTarget;

            // Draws everything normal
            GraphicsDevice.SetRenderTarget(_baseSceneRenderTarget);
            GraphicsDevice.Clear(Color.Black);
            _spriteBatch.Begin(blendState: BlendState.NonPremultiplied);
            for (int col = 0; col < GraphicsDevice.Viewport.Width; col += _cell.Width)
            {
                for (int row = 0; row < GraphicsDevice.Viewport.Height; row += _cell.Height)
                {
                    _spriteBatch.Draw(_cell, new Vector2(col, row), Color.White);
                }
            }
            _spriteBatch.End();

            // Draws the specular map
            GraphicsDevice.SetRenderTarget(_specularMapRenderTarget);
            GraphicsDevice.Clear(Color.Black);
            _spriteBatch.Begin();
            for (int col = 0; col < GraphicsDevice.Viewport.Width; col += _cell.Width)
            {
                for (int row = 0; row < GraphicsDevice.Viewport.Height; row += _cell.Height)
                {
                    _spriteBatch.Draw(_cellSpecularMap, new Vector2(col, row), Color.White);
                }
            }
            _spriteBatch.End();

            // Draws the lightmask for the specular
            GraphicsDevice.SetRenderTarget(_specularMapLightMaskRenderTarget);
            GraphicsDevice.Clear(Color.Black);
            _spriteBatch.Begin(blendState: BlendState.NonPremultiplied);
            _spriteBatch.Draw(
                texture: _lightTexture,
                position: new Vector2(mousePosition.X, mousePosition.Y),
                color: Color.White,
                origin: new Vector2(_lightTexture.Width / 2, _lightTexture.Height / 2),
                scale: new Vector2(2f));
            _spriteBatch.End();

            // Applies the lightmask in specular
            GraphicsDevice.SetRenderTarget(_lightsRenderTarget);
            GraphicsDevice.Clear(Color.Black);
            _specularMapShader.Parameters["SpecularTexture"].SetValue((Texture2D)_specularMapLightMaskRenderTarget);
            _specularMapShader.CurrentTechnique.Passes[0].Apply();
            _spriteBatch.Begin(effect: _specularMapShader);
            _spriteBatch.Draw(_specularMapRenderTarget, Vector2.Zero, Color.White);
            _spriteBatch.End();

            // Compose postprocessed image
            GraphicsDevice.SetRenderTarget(defaultRenderTarget);
            GraphicsDevice.Clear(Color.Black);
            _spriteBatch.Begin(blendState: BlendState.Additive);
            _spriteBatch.Draw((Texture2D)_baseSceneRenderTarget, Vector2.Zero, Color.White);
            _spriteBatch.Draw((Texture2D)_lightsRenderTarget, Vector2.Zero, Color.White);
            _spriteBatch.End();
        }
        protected override void Update(GameTime time)
        {
            // every update we can now query the keyboard & mouse for our WpfGame
            var mouseState    = mouse.GetState();
            var keyboardState = keyboard.GetState();

            particleSystem.Update(time);
        }
Esempio n. 7
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        public void Update()
        {
            _lastFrameKBState = _currentKBState;
            _lastMouseState   = _currentMouseState;

            _currentKBState    = _keyboard.GetState();
            _currentMouseState = _mouse.GetState();
        }
Esempio n. 8
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        public static void Update()
        {
            lastKeys  = keys;
            lastMouse = mouse;

            keys  = wpfKey.GetState();
            mouse = wpfMouse.GetState();
        }
Esempio n. 9
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        public void Update(WpfKeyboard keyboard, WpfMouse mouse)
        {
            PreviousKeyboardState = CurrentKeyboardState;
            CurrentKeyboardState  = keyboard.GetState();
            KeyboardStateExtended = new KeyboardStateExtended(CurrentKeyboardState, PreviousKeyboardState);

            PreviousMouseState = CurrentMouseState;
            CurrentMouseState  = mouse.GetState();
            MouseStateExtended = new MouseStateExtended(CurrentMouseState, PreviousMouseState);
        }
Esempio n. 10
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        protected override void Update(GameTime gameTime)
        {
            _map.ViewBounds = GraphicsDevice.Viewport.Bounds.ToMapRectangle();

            SteuerSoft.Maps.Controls.MonoGame.Material.InputArgs args = new InputArgs();
            args.MouseState    = _mouse.GetState();
            args.KeyboardState = _keyboard.GetState();
            _map.Update(gameTime, args);

            base.Update(gameTime);
        }
        public override void Update(GameTime t)
        {
            var currentState = _wpfMouse.GetState();

            _lastMousesState   = _currentMouseState;
            _currentMouseState = currentState;

            if (_lastMousesState == null)
            {
                _lastMousesState = currentState;
            }
        }
Esempio n. 12
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        public void Update()
        {
            var mouseState = _mouse.GetState();

            if (mouseState.LeftButton != _previousMouseState.LeftButton)
            {
                if (mouseState.LeftButton == ButtonState.Pressed)
                {
                    LeftButtonDown?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
                else
                {
                    LeftButtonUp?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
            }

            if (mouseState.MiddleButton != _previousMouseState.MiddleButton)
            {
                if (mouseState.MiddleButton == ButtonState.Pressed)
                {
                    MiddleButtonDown?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
                else
                {
                    MiddleButtonUp?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
            }

            if (mouseState.RightButton != _previousMouseState.RightButton)
            {
                if (mouseState.RightButton == ButtonState.Pressed)
                {
                    RightButtonDown?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
                else
                {
                    RightButtonUp?.Invoke(this, new MouseEventArgs(ref mouseState));
                }
            }

            if (mouseState.Position != _previousMouseState.Position)
            {
                MouseMove?.Invoke(this, new MouseMoveEventArgs(mouseState, _previousMouseState.Position));
            }

            if (mouseState.ScrollWheelValue != _previousMouseState.ScrollWheelValue)
            {
                MouseWheel?.Invoke(this, new MouseWheelEventArgs(mouseState, mouseState.ScrollWheelValue - _previousMouseState.ScrollWheelValue));
            }

            _previousMouseState = mouseState;
        }
Esempio n. 13
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        protected override void Update(GameTime gameTime)
        {
            // every update we can now query the keyboard & mouse for our WpfGame
            var mouseState    = mouse.GetState();
            var keyboardState = keyboard.GetState();

            if (Playing)
            {
                SpriteEdited.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
            }

            base.Update(gameTime);
        }
Esempio n. 14
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        protected override void Update(GameTime time)
        {
            // every update we can now query the keyboard & mouse for our WpfGame
            _mouseState    = _mouse.GetState();
            _keyboardState = _keyboard.GetState();

            if (KeyPressed(Keys.Q))
            {
                //_renderManager.RenderBoxes();
                GameManager.GetInstance().GetRenderManager().RenderBoxes();
            }

            //_renderManager.Update(time);
            GameManager.GetInstance().Update(time);

            _previousKeyboardState = _keyboardState;
            _previousMouseState    = _mouseState;
        }
Esempio n. 15
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        public override void Update(GameTime gameTime)
        {
            _input.PreviousKeyboardState = _input.CurrentKeyboardState;
            _input.PreviousMouseState    = _input.CurrentMouseState;
            _input.CurrentKeyboardState  = _keyboard.GetState();
            _input.CurrentMouseState     = _mouse.GetState();

            ViewModel?.LoadContent(Game.Content);
            ViewModel?.Update(gameTime, _input);

            if (_input.IsMousePressed(MouseButton.Left) || _input.IsMouseHeld(MouseButton.Left))
            {
                ViewModel?.DrawPrimaryTile();
            }

            if (_input.IsMousePressed(MouseButton.Right) || _input.IsMouseHeld(MouseButton.Right))
            {
                ViewModel?.DrawSecondaryTile();
            }

            base.Update(gameTime);
        }
        protected override void Update(GameTime time)
        {
            _mouseState    = _mouse.GetState();
            _keyboardState = _keyboard.GetState();

            if (KeyPressed(Keys.F1))
            {
                FocusOnMouseOver = !FocusOnMouseOver;
            }
            if (KeyPressed(Keys.F2))
            {
                _mouse.CaptureMouseWithin = !_mouse.CaptureMouseWithin;
            }
            if (KeyPressed(Keys.Delete))
            {
                // clear message
                EnteredMessage = "";
            }
            else
            {
                var sb = new StringBuilder();
                for (int i = (int)Keys.A; i <= (int)Keys.Z; i++)
                {
                    if (KeyPressed((Keys)i))
                    {
                        // key pressed, add key to queue
                        sb.Append(((char)i));
                    }
                }
                if (KeyPressed(Keys.Space))
                {
                    sb.Append(' ');
                }
                // concat to message
                EnteredMessage += sb.ToString().ToLower();
            }
            _previousKeyboardState = _keyboardState;
            base.Update(time);
        }
Esempio n. 17
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        protected override void Update(GameTime gameTime)
        {
            var previous = _mouseState;

            _mouseState    = _mouse.GetState();
            _keyboardState = _keyboard.GetState();

            if (_mouseState.LeftButton == ButtonState.Pressed &&
                previous.LeftButton == ButtonState.Released)
            {
                // toggle between 1 and the system value
                if ((_graphicsDeviceService.DpiScalingFactor - 1) <= 0.0001f)
                {
                    _graphicsDeviceService.DpiScalingFactor = _graphicsDeviceService.SystemDpiScalingFactor;
                }
                else
                {
                    _graphicsDeviceService.DpiScalingFactor = 1;
                }
            }

            base.Update(gameTime);
        }
Esempio n. 18
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        protected override void Update(GameTime gameTime)
        {
            var mouse = _mouse.GetState();

            _lightPosition = new Vector3(mouse.X, mouse.Y, _lightDirectionZ);
        }
Esempio n. 19
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 public void Update(WpfMouse mouse)
 {
     PreviousMouseState = CurrentMouseState;
     CurrentMouseState  = mouse.GetState();
     MouseStateExtended = new MouseStateExtended(CurrentMouseState, PreviousMouseState);
 }
Esempio n. 20
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 protected override void Update(GameTime time)
 {
     // every update we can now query the keyboard & mouse for our WpfGame
     var mouseState    = _mouse.GetState();
     var keyboardState = _keyboard.GetState();
 }
Esempio n. 21
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        public void Update(GameTime gameTime)
        {
            if (Mouse == null)
            {
                return;
            }

            var mouseState    = Mouse.GetState();
            var keyboardState = Keyboard.GetState();

            if (!Game.IsActive)
            {
                PrevMouseState = mouseState;
                return;
            }
            if (keyboardState.IsKeyDown(Keys.W))
            {
                Position += Dir * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                Position -= Dir * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.A))
            {
                Position += Vector3.Cross(Up, Dir) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.D))
            {
                Position -= Vector3.Cross(Up, Dir) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.Space))
            {
                Position += Up * Speed;
            }

            // camera speed control
            if (mouseState.ScrollWheelValue != PrevScrollWheelValue)
            {
                var diff = mouseState.ScrollWheelValue - PrevScrollWheelValue;
                if (diff >= 0)
                {
                    Speed *= SpeedMod;
                }
                else
                {
                    Speed /= SpeedMod;
                }

                PrevScrollWheelValue = mouseState.ScrollWheelValue;
            }

            if (mouseState.RightButton == ButtonState.Pressed)
            {
                if (PrevMouseState.RightButton == ButtonState.Pressed)
                {
                    // yaw / x-rotation
                    Dir = Vector3.Transform(Dir, Matrix.CreateFromAxisAngle(Up,
                                                                            -MathHelper.PiOver4 / 160 * (mouseState.X - centerX)));

                    // pitch / y-rotation
                    Dir = Vector3.Transform(Dir, Matrix.CreateFromAxisAngle(Vector3.Cross(Up, Dir),
                                                                            MathHelper.PiOver4 / 160 * (mouseState.Y - centerY)));
                }
                else
                {
                    System.Windows.Input.Mouse.OverrideCursor = Cursors.None;
                }
                // there is a delay here, so Mouse.GetState() won't be immediately affected
                Mouse.SetCursor(centerX, centerY);
            }
            else if (PrevMouseState.RightButton == ButtonState.Pressed)
            {
                System.Windows.Input.Mouse.OverrideCursor = Cursors.Arrow;
            }

            PrevMouseState = mouseState;

            Dir.Normalize();

            CreateLookAt();

            //Console.WriteLine("Camera pos: " + GameView.Instance.Render.Camera.Position);
            //Console.WriteLine("Camera dir: " + GameView.Instance.Render.Camera.Dir);
        }
Esempio n. 22
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 public MouseState GetState()
 {
     return(WpfMouse == null?Microsoft.Xna.Framework.Input.Mouse.GetState() : WpfMouse.GetState());
 }
Esempio n. 23
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        protected override void Update(GameTime time)
        {
            var keyboardState = _keyboard.GetState();
            int velocity;

            velocity = keyboardState.IsKeyDown(Keys.LeftShift) ? 10 : 1;
            if (keyboardState.IsKeyDown(Keys.W))
            {
                _y -= velocity;
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                _y += velocity;
            }
            if (keyboardState.IsKeyDown(Keys.A))
            {
                _x -= velocity;
            }
            if (keyboardState.IsKeyDown(Keys.D))
            {
                _x += velocity;
            }
            //SCALE = 1 +  / 10000.0f;
            var diff = _mouse.GetState().ScrollWheelValue - _prevScrlVal;

            if (diff > 0)
            {
                SCALE += SCALE * 0.5f;
            }
            else if (diff < 0)
            {
                SCALE -= SCALE * 0.25f;
            }
            _prevScrlVal            = _mouse.GetState().ScrollWheelValue;
            DebugInfo.DebugMessage += $"Spawners: {_spawners.Count}\n";

            int updateVal = (int)MainWindow.Sliders["UpdatePerFrame"].Value;

            if (keyboardState.IsKeyDown(Keys.Space))
            {
                return;
            }

            if (updateVal <= 0)
            {
                if (_counter == 0)
                {
                    for (int j = _spawners.Count - 1; j >= 0; j--)
                    {
                        if (_spawners[j].IsDeleted)
                        {
                            _spawners.RemoveAt(j);
                        }
                        else
                        {
                            _spawners[j].Update();
                        }
                    }
                }
                _counter = (_counter + 1) % (-updateVal + 2);
            }
            else
            {
                for (int i = 0; i < updateVal; i++)
                {
                    for (int j = _spawners.Count - 1; j >= 0; j--)
                    {
                        if (_spawners[j].IsDeleted)
                        {
                            _spawners.RemoveAt(j);
                        }
                        else
                        {
                            _spawners[j].Update();
                        }
                    }
                }
            }

            base.Update(time);
        }
Esempio n. 24
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        public void Update(GameTime gameTime)
        {
            if (MouseState == null)
            {
                return;
            }

            var mouseState    = MouseState.GetState();
            var keyboardState = KeyboardState.GetState();

            if (!Game.IsActive)
            {
                PrevMouseState = mouseState;
                return;
            }
            if (keyboardState.IsKeyDown(Keys.W))
            {
                Position += Dir * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.S))
            {
                Position -= Dir * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.A))
            {
                Position += Vector3.Cross(Up, Dir) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.D))
            {
                Position -= Vector3.Cross(Up, Dir) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.Space))
            {
                Position += Up * Speed;
            }

            // camera speed control

            /*if (mouseState.ScrollWheelValue != PrevScrollWheelValue)
             * {
             *  var diff = mouseState.ScrollWheelValue - PrevScrollWheelValue;
             *  if (diff >= 0)
             *      Speed *= SpeedMod;
             *  else
             *      Speed /= SpeedMod;
             *
             *  PrevScrollWheelValue = mouseState.ScrollWheelValue;
             * }
             *
             * // yaw / x-rotation
             * Dir = Vector3.Transform(Dir, Matrix.CreateFromAxisAngle(Up,
             *  -MathHelper.PiOver4 / 160 * (mouseState.X - PrevMouseState.X)));
             *
             * // pitch / y-rotation
             * Dir = Vector3.Transform(Dir, Matrix.CreateFromAxisAngle(Vector3.Cross(Up, Dir),
             *  MathHelper.PiOver4 / 160 * (mouseState.Y - PrevMouseState.Y)));
             *
             * Dir.Normalize();*/

            //SetMouse();

            CreateLookAt();

            //Console.WriteLine("Camera pos: " + ParticleViewer.Instance.Render.Camera.Position);
            //Console.WriteLine("Camera dir: " + ParticleViewer.Instance.Render.Camera.Dir);
        }
Esempio n. 25
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        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            _mouseState = _mouse.GetState();
        }