/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { if (ListOpen) { for (int i = 0; i < Items.Count; i++) { GUIComponent c = Items[i]; if (c != null) { c.Update(gameTime); } if (disposed) { return; } } for (int i = 0; i < components.Count; i++) { GUIComponent c = components[i]; if (c != null) { c.Update(gameTime); } if (disposed) { return; } } } else { if (currentItem != null) { currentItem.Update(gameTime); } if (OpenCloseList != null) { OpenCloseList.Update(gameTime); } if (disposed) { return; } } base.Update(gameTime); }
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { //no point updating if there's no input thing! if (input == null) { return; } Vector2 mouseLoc = input.MousePosition; if (input.IsMouseButtonPressed("left") && (titleBarBounds.Contains(Convert.ToInt32(mouseLoc.X), Convert.ToInt32(mouseLoc.Y)) || ignoreMouseOutOfBounds)) { ignoreMouseOutOfBounds = true; UpdateLocation(input.GetMouseDisplacement()); } else if (input.IsMouseButtonClicked("right") && (titleBarBounds.Contains(Convert.ToInt32(mouseLoc.X), Convert.ToInt32(mouseLoc.Y)) || ignoreMouseOutOfBounds)) { minimised = !minimised; } else { ignoreMouseOutOfBounds = false; } //if (fontDimensions == Vector2.Zero) // Caption = Caption; for (int i = 0; i < components.Count; i++) { GUIComponent c = components[i]; if (c != null) { c.Update(gameTime); } c = null; if (disposed) { return; } } base.Update(gameTime); }