/// <inheritdoc/> public PointerState GetState() { var state = new PointerState(); GetState(state); return(state); }
/// <inheritdoc/> public void GetState(PointerState state) { if (state == null) { throw new ArgumentNullException("state"); } state.Points.Clear(); foreach (var point in statePointerPoints) { state.Points.Add(point); } }
public AudioGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Create the pointer manager pointerManager = new PointerManager(this); pointerState = new PointerState(); IsMouseVisible = true; random = new Random(); audioManager = new AudioManager(this); audioManager.EnableMasterVolumeLimiter(); //EnableSpatialAudioWithReverb(); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
public void UpdateInputDevices() { KeyboardState = KeyboardManager.GetState(); KeyboardState.GetDownKeys(_downKeys); MouseState = MouseManager.GetState(); if(PointerManager!=null) PointerState = PointerManager.GetState(); }
/// <inheritdoc/> public PointerState GetState() { var state = new PointerState(); GetState(state); return state; }
/// <inheritdoc/> public void GetState(PointerState state) { if(state == null) throw new ArgumentNullException("state"); state.Points.Clear(); foreach(var point in statePointerPoints) state.Points.Add(point); }
/// <summary> /// Update the state of all desired input devices. /// </summary> /// <param name="gameTime"></param> override public void Update(GameTime gameTime) { // update state keyboardManager.Update(gameTime); keyboardState = keyboardManager.GetState(); mouseState = mouseManager.GetState(); pointerState = pointerManager.GetState(); //mouseClick = mouseState.LeftButton.Pressed && !prevMouseState.LeftButton.Pressed; //mouseHeld = mouseState.LeftButton.Pressed && prevMouseState.LeftButton.Pressed; if (accelerometer != null) { accelerometerReading = accelerometer.GetCurrentReading(); } // get mouse delta and reset mouse to centre of window if (useMouseDelta && mouseManager.Enabled) { mouseDelta = new Vector2(0.5f - mouseState.X, 0.5f - mouseState.Y); mouseManager.SetPosition(new Vector2(0.5f, 0.5f)); } // record previous mouse state prevMouseState = mouseState; base.Update(gameTime); }