public override void Draw() { var selbox = SelectionBox; if (selbox == null) { foreach (var u in SelectActorsInBox(world, dragStart, dragStart, _ => true)) { worldRenderer.DrawRollover(u); } return; } Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White); foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second, _ => true)) { worldRenderer.DrawRollover(u); } }
public override void Draw() { if (!IsDragging) { foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition, _ => true)) { worldRenderer.DrawRollover(u); } return; } var selbox = SelectionBox; Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White); foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second, _ => true)) { worldRenderer.DrawRollover(u); } }
public override void Draw() { if (!IsDragging) { // Render actors under the mouse pointer foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition)) { worldRenderer.DrawRollover(u); } return; } // Render actors in the dragbox var selbox = SelectionBox; Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White); foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second)) { worldRenderer.DrawRollover(u); } }