/// <summary> /// Returns the rectangel area of the given input actionbar /// </summary> /// <param name="input">Actionbar input</param> /// <returns></returns> internal Rectangle GetActionBarArea(InputHandler.Input input) { int keyArrayIndex = 0; switch (input) { case View.InputHandler.Input.ACTION_BAR_ONE: keyArrayIndex = 0; break; case View.InputHandler.Input.ACTION_BAR_TWO: keyArrayIndex = 1; break; case View.InputHandler.Input.ACTION_BAR_THREE: keyArrayIndex = 2; break; case View.InputHandler.Input.QUEST_LOG: keyArrayIndex = 3; break; case View.InputHandler.Input.CHARACTER_PANEL: keyArrayIndex = 4; break; case View.InputHandler.Input.WORLD_MAP: keyArrayIndex = 5; break; case View.InputHandler.Input.BACKPACK: keyArrayIndex = 6; break; } return(new Rectangle((int)_barPosition[keyArrayIndex].X, (int)_barPosition[keyArrayIndex].Y, 48, 48)); }
/// <summary> /// Returns the rectangel area of the given input actionbar /// </summary> /// <param name="input">Actionbar input</param> /// <returns>The rectangel area of the given input actionbar</returns> internal Rectangle GetActionBarArea(InputHandler.Input input) { return(_actionBar.GetActionBarArea(input)); }
/// <summary> /// Checks wether a given actionbar was pressed /// </summary> /// <param name="key">Actionbar</param> /// <returns>True or false</returns> internal bool DidActivateActionBar(InputHandler.Input input) { Rectangle actionBar = _UIView.GetActionBarArea(input); return(_inputHandler.DidGetTargetedByLeftClick(actionBar) || DidPressAndReleaseKey(input)); }
/// <summary> /// Checks wether a given key was pressed and released /// </summary> /// <param name="key">Keyboard key</param> /// <returns>True or false</returns> internal bool DidPressAndReleaseKey(InputHandler.Input input) { return(_inputHandler.PressedAndReleased(input)); }
/// <summary> /// Checks wether a given key was pressed /// </summary> /// <param name="key">Keyboard key</param> /// <returns>True or false</returns> internal bool DidPressKey(InputHandler.Input input) { return(_inputHandler.IsKeyDown(input)); }