public override void Update(UpdateState state) { base.Update(state); if (AutoRotate){ var startAngle = RotationStartAngle; var time = state.Time.TotalRealTime.Ticks; var phase = (time % RotationSpeed) / RotationSpeed; var multiplier = Math.Sin((Math.PI * 2) * phase); var newAngle = startAngle + (RotationRange * multiplier); Avatar.RotationY = (float)MathUtils.DegreeToRadian(newAngle); } }
public override void Update(UpdateState state) { for (int i = 0; i < m_Elements.Count; i++) { m_Elements[i].Update(state); } }
public abstract void Update(UpdateState Time);
public override void Update(UpdateState state) { base.Update(state); /** Check for mouse scrolling **/ var mouse = state.MouseState; if (State == null) { return; } var screenWidth = State.WorldSpace.WorldPxWidth; var screenHeight = State.WorldSpace.WorldPxHeight; /** Corners **/ var xBound = screenWidth - ScrollBounds; var yBound = screenHeight - ScrollBounds; var cursor = CursorType.Normal; var scrollVector = new Vector2(0, 0); if (mouse.X > 0 && mouse.Y > 0 && mouse.X < screenWidth && mouse.Y < screenHeight) { if (mouse.Y <= ScrollBounds) { if (mouse.X <= ScrollBounds) { /** Scroll top left **/ cursor = CursorType.ArrowUpLeft; scrollVector = new Vector2(-1, -1); } else if (mouse.X >= xBound) { /** Scroll top right **/ cursor = CursorType.ArrowUpRight; scrollVector = new Vector2(1, -1); } else { /** Scroll up **/ cursor = CursorType.ArrowUp; scrollVector = new Vector2(0, -1); } } else if (mouse.Y <= yBound) { if (mouse.X <= ScrollBounds) { /** Left **/ cursor = CursorType.ArrowLeft; scrollVector = new Vector2(-1, 0); } else if (mouse.X >= xBound) { /** Right **/ cursor = CursorType.ArrowRight; scrollVector = new Vector2(1, -1); } } else { if (mouse.X <= ScrollBounds) { /** Scroll bottom left **/ cursor = CursorType.ArrowDownLeft; scrollVector = new Vector2(-1, 1); } else if (mouse.X >= xBound) { /** Scroll bottom right **/ cursor = CursorType.ArrowDownRight; scrollVector = new Vector2(1, 1); } else { /** Scroll down **/ cursor = CursorType.ArrowDown; scrollVector = new Vector2(0, 1); } } } if (cursor != CursorType.Normal) { /** * Calculate scroll vector based on rotation & scroll type */ scrollVector = new Vector2(); switch (State.Rotation) { case WorldRotation.TopLeft: switch (cursor) { case CursorType.ArrowDown: scrollVector = new Vector2(1, 1); break; case CursorType.ArrowUp: scrollVector = new Vector2(-1, -1); break; case CursorType.ArrowLeft: scrollVector = new Vector2(-1, 1); break; case CursorType.ArrowRight: scrollVector = new Vector2(1, -1); break; } break; case WorldRotation.TopRight: switch (cursor){ case CursorType.ArrowDown: scrollVector = new Vector2(1, -1); break; case CursorType.ArrowUp: scrollVector = new Vector2(-1, 1); break; case CursorType.ArrowLeft: scrollVector = new Vector2(1, 1); break; case CursorType.ArrowRight: scrollVector = new Vector2(-1, -1); break; } break; case WorldRotation.BottomRight: switch (cursor) { case CursorType.ArrowDown: scrollVector = new Vector2(-1, -1); break; case CursorType.ArrowUp: scrollVector = new Vector2(1, 1); break; } break; case WorldRotation.BottomLeft: switch (cursor) { case CursorType.ArrowDown: scrollVector = new Vector2(1, -1); break; case CursorType.ArrowUp: scrollVector = new Vector2(-1, 1); break; } break; } /** We need to scroll **/ if (scrollVector != Vector2.Zero) { State.CenterTile += scrollVector * new Vector2(0.0625f, 0.0625f); } } CursorManager.INSTANCE.SetCursor(cursor); //GameFacade.Cursor.SetCursor(cursor); }
public abstract void Update(UpdateState state);
public void HandleMouseEvents(UpdateState state) { var mouseBtnDown = state.MouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed; var mouseDif = mouseBtnDown != LastMouseDownState; LastMouseDownState = mouseBtnDown; if (mouseDif) { if (mouseBtnDown) { if (LastMouseDown != null) { /** We already have mouse down on an object **/ return; } if (LastMouseOver != null) { LastMouseDown = LastMouseOver; LastMouseDown.Callback(UIMouseEventType.MouseDown, state); } } else { if (LastMouseDown != null) { LastMouseDown.Callback(UIMouseEventType.MouseUp, state); LastMouseDown = null; } } } if (state.MouseEvents.Count > 0) { var topMost = state.MouseEvents.OrderByDescending(x => x.Element.Depth).First(); /** Same element **/ if (LastMouseOver == topMost) { return; } if (LastMouseOver != null) { LastMouseOver.Callback(UIMouseEventType.MouseOut, state); } topMost.Callback(UIMouseEventType.MouseOver, state); LastMouseOver = topMost; } else { if (LastMouseOver != null) { LastMouseOver.Callback(UIMouseEventType.MouseOut, state); LastMouseOver = null; } } }
/// <summary> /// Utility to apply the result of pressing keys against a buffer /// </summary> /// <param name="buffer"></param> /// <param name="keys"></param> public KeyboardInputResult ApplyKeyboardInput(StringBuilder m_SBuilder, UpdateState state, int cursorIndex, int cursorEndIndex, bool allowInput) { var PressedKeys = state.KeyboardState.GetPressedKeys(); if (PressedKeys.Length == 0) { return null; } var didChange = false; var result = new KeyboardInputResult(); var m_CurrentKeyState = state.KeyboardState; var m_OldKeyState = state.PreviousKeyboardState; result.ShiftDown = PressedKeys.Contains(Keys.LeftShift) || PressedKeys.Contains(Keys.RightShift); result.CapsDown = System.Windows.Forms.Control.IsKeyLocked(System.Windows.Forms.Keys.CapsLock); result.NumLockDown = System.Windows.Forms.Control.IsKeyLocked(System.Windows.Forms.Keys.NumLock); result.CtrlDown = PressedKeys.Contains(Keys.LeftControl) || PressedKeys.Contains(Keys.RightControl); for (int j = 0; j < state.NewKeys.Count; j++) { var key = state.NewKeys[j]; if (key == Keys.Back || key == Keys.Delete) { if (m_SBuilder.Length > 0) { /** * Delete previous character or delete selection */ if (cursorEndIndex == -1 && result.CtrlDown) { /** Delete up until the previous whitespace char **/ int newEndIndex = cursorIndex; if (newEndIndex == -1) { newEndIndex = m_SBuilder.Length - 1; } while (newEndIndex >= 0) { if (Char.IsWhiteSpace(m_SBuilder[newEndIndex])) { /** Keep the whitespace char **/ newEndIndex++; break; } newEndIndex--; } cursorEndIndex = newEndIndex; } if (cursorEndIndex == -1) { /** Previous character **/ var index = cursorIndex == -1 ? m_SBuilder.Length : cursorIndex; if ((key == Keys.Back) && (index > 0)) { var numToDelete = 1; if (index > 1 && m_SBuilder[index-1] == '\n' && m_SBuilder[index - 2] == '\r') { numToDelete = 2; } m_SBuilder.Remove(index - numToDelete, numToDelete); result.NumDeletes += numToDelete; if (cursorIndex != -1) { cursorIndex -= numToDelete; } } else if ((key == Keys.Delete) && (index < m_SBuilder.Length)) { /** Guys, delete removes the next character, not the last!! **/ var numToDelete = 1; if ((index < m_SBuilder.Length - 1) && m_SBuilder[index] == '\r' && m_SBuilder[index + 1] == '\n') { numToDelete = 2; } m_SBuilder.Remove(index, numToDelete); result.NumDeletes += numToDelete; } } else { DeleteSelectedText(m_SBuilder, ref cursorIndex, ref cursorEndIndex, ref didChange, result); } result.SelectionChanged = true; didChange = true; } } else if (key == Keys.Enter) { if (allowInput) { /** Line break **/ if (cursorEndIndex != -1) { /** Delete selected text **/ DeleteSelectedText(m_SBuilder, ref cursorIndex, ref cursorEndIndex, ref didChange, result); } if (cursorIndex == -1) { m_SBuilder.Append("\r\n"); } else { m_SBuilder.Insert(cursorIndex, "\r\n"); cursorIndex += 2; } result.NumInsertions += 2; didChange = true; result.EnterPressed = true; } } else if (key == Keys.Tab) { result.TabPressed = true; } else { if (result.CtrlDown) { switch (key) { case Keys.A: /** Select all **/ cursorIndex = 0; cursorEndIndex = m_SBuilder.Length; result.SelectionChanged = true; break; case Keys.C: case Keys.X: /** Copy text to clipboard **/ if (cursorEndIndex != -1) { var selectionStart = Math.Max(0, cursorIndex); var selectionEnd = cursorEndIndex; GetSelectionRange(ref selectionStart, ref selectionEnd); var str = m_SBuilder.ToString().Substring(selectionStart, selectionEnd - selectionStart); System.Windows.Forms.Clipboard.SetText((str == null) ? " " : str); if (key == Keys.X) { DeleteSelectedText(m_SBuilder, ref cursorIndex, ref cursorEndIndex, ref didChange, result); } } break; case Keys.V: /** Paste text in **/ var clipboardText = System.Windows.Forms.Clipboard.GetText(System.Windows.Forms.TextDataFormat.Text); if (clipboardText != null) { /** TODO: Cleanup the clipboard text to make sure its valid **/ /** If i have selection, delete it **/ if (cursorEndIndex != -1) { DeleteSelectedText(m_SBuilder, ref cursorIndex, ref cursorEndIndex, ref didChange, result); } /** Paste **/ if (cursorIndex == -1) { m_SBuilder.Append(clipboardText); } else { m_SBuilder.Insert(Math.Min(cursorIndex, m_SBuilder.Length), clipboardText); cursorIndex += clipboardText.Length; } result.NumInsertions += clipboardText.Length; didChange = true; } break; } continue; } char value = TranslateChar(key, result.ShiftDown, result.CapsDown, result.NumLockDown); /** For now we dont support tabs in text **/ if (value != '\0' && value != '\t') { if (allowInput) { if (cursorEndIndex != -1) { /** Delete selected text **/ DeleteSelectedText(m_SBuilder, ref cursorIndex, ref cursorEndIndex, ref didChange, result); } if (cursorIndex == -1) { m_SBuilder.Append(value); } else { m_SBuilder.Insert(cursorIndex, value); cursorIndex++; } result.NumInsertions++; didChange = true; } } else { result.UnhandledKeys.Add(key); } } } result.SelectionStart = cursorIndex; result.SelectionEnd = cursorEndIndex; result.ContentChanged = didChange; return result; }
public GameScreen(GraphicsDevice device) { this.Device = device; State = new UpdateState(); }
public override void Update(UpdateState state) { m_LastMouseState = m_MouseState; m_MouseState = Mouse.GetState(); m_MouseMove = (m_MouseState.MiddleButton == ButtonState.Pressed); if (m_HandleMouse) { if (m_Zoomed) { m_SelTile = GetHoverSquare(); } if (m_MouseState.MiddleButton == ButtonState.Pressed && m_LastMouseState.MiddleButton == ButtonState.Released) { m_MouseStart = new Vector2(m_MouseState.X, m_MouseState.Y); //if middle mouse button activated, record where we started pressing it (to use for panning) } else if (m_MouseState.LeftButton == ButtonState.Released && m_LastMouseState.LeftButton == ButtonState.Pressed) //if clicked... { if (!m_Zoomed) { m_Zoomed = true; double ResScale = 768.0 / m_ScrHeight; double isoScale = (Math.Sqrt(0.5 * 0.5 * 2) / 5.10) * ResScale; double hb = m_ScrWidth * isoScale; double vb = m_ScrHeight * isoScale; m_TargVOffX = (float)(-hb + m_MouseState.X * isoScale * 2); m_TargVOffY = (float)(vb - m_MouseState.Y * isoScale * 2); //zoom into approximate location of mouse cursor if not zoomed already } CoreGameScreen test = (CoreGameScreen)GameFacade.Screens.CurrentUIScreen; test.ucp.UpdateZoomButton(); } } else { m_SelTile = new int[] { -1, -1 }; } //m_SecondsBehind += time.ElapsedGameTime.TotalSeconds; //m_SecondsBehind -= 1 / 60; FixedTimeUpdate(); SetTimeOfDay(m_DayNightCycle%1); //calculates sun/moon light colour and position m_DayNightCycle += 0.001; //adjust the cycle speed here. When ingame, set m_DayNightCycle to to the percentage of time passed through the day. (0 to 1) m_ViewOffX = (m_TargVOffX) * m_ZoomProgress; m_ViewOffY = (m_TargVOffY) * m_ZoomProgress; }