// Gets the input args of the game public static InputArgs getInputArgs() { // Variables InputArgs args= new InputArgs(); OTKInput.MouseState tempm= OTKInput.Mouse.GetState(); MBL mbuttons= MBL.NONE; Point2 nmp= new Point2(tempm.X, tempm.Y); // New Mouse Location args.keyboard= new KeyboardState(); args.mouse= new MouseState(); //args.gamepad= new GamepadState(); // Keyboard State args.keyboard.kstate= OTKInput.Keyboard.GetState(); // Mouse State if(viewport!= null) { // Variables Sdx.Point pt= Forms.Cursor.Position; pt= viewport.PointToClient(pt); nmp= new Point2(pt.X, pt.Y); } if(tempm.LeftButton== OTKInput.ButtonState.Pressed) mbuttons|= MBL.LMB; if(tempm.MiddleButton== OTKInput.ButtonState.Pressed) mbuttons|= MBL.MMB; if(tempm.RightButton== OTKInput.ButtonState.Pressed) mbuttons|= MBL.RMB; if(tempm.XButton1== OTKInput.ButtonState.Pressed) mbuttons|= MBL.XB1; if(tempm.XButton2== OTKInput.ButtonState.Pressed) mbuttons|= MBL.XB2; if(tempm.Wheel> 0) mbuttons|= MBL.WHEEL_UP; if(tempm.Wheel< 0) mbuttons|= MBL.WHEEL_DOWN; if(!lmp.Equals(nmp)) { if(nmp.y< lmp.y) mbuttons|= MBL.MOVE_UP; if(nmp.x> lmp.x) mbuttons|= MBL.MOVE_RIGHT; if(nmp.y> lmp.y) mbuttons|= MBL.MOVE_DOWN; if(nmp.x< lmp.x) mbuttons|= MBL.MOVE_LEFT; lmp= nmp; } args.mouse.buttons= mbuttons; args.mouse.pWheelDelta= tempm.ScrollWheelValue; args.mouse.wheelDeltaPrecise= tempm.WheelPrecise; args.mouse.mousePosition= nmp; return args; }
// Handles the input for the game state public override void handleInput(InputArgs args) { if(args.isKeyDown(KKL.F)) p.bEnabled= true; if(args.isKeyDown(KKL.G)) p.bEnabled= false; if(args.isKeyDown(KKL.U)) p.progress-= 0.001f; if(args.isKeyDown(KKL.O)) p.progress+= 0.001f; }
// Handles the input of the gui public virtual void handleInput(InputArgs args) { for(int i= 0; i< actives.size; i++) csets.getViaIndex(actives.items[i]).handleInput(ref game, ref args); }