public void OnMouseClick(MouseEventArgs mouseEventArgs, Vector4 viewport, Tab.ViewIndex viewIndex) { // a bit hacky - the click is processed by the render routine. But this is by // far the simplest way to get this done without duplicating code. if (_mousePos.X > _hoverRegion.Left && _mousePos.X <= _hoverRegion.Right && _mousePos.Y > _hoverRegion.Top && _mousePos.Y <= _hoverRegion.Bottom) { _mouseClickPos = mouseEventArgs.Location; _processHudClick = true; _hudDirty = true; } }
public void OnMouseMove(MouseEventArgs mouseEventArgs, Vector4 viewport, Tab.ViewIndex viewIndex) { _mousePos = mouseEventArgs.Location; if (_mousePos.X > _hoverRegion.Left && _mousePos.X <= _hoverRegion.Right && _mousePos.Y > _hoverRegion.Top && _mousePos.Y <= _hoverRegion.Bottom) { _hudDirty = true; } if (viewport == _hoverViewport) { return; } _hudDirty = true; _hoverViewport = viewport; _hoverViewIndex = viewIndex; _hoverFadeInTime = HudHoverTime; _hudHidden = false; }
public void OnMouseMove(MouseEventArgs mouseEventArgs, Vector4 viewport, Tab.ViewIndex viewIndex) { _mousePos = mouseEventArgs.Location; if (_mousePos.X > _hoverRegion.Left && _mousePos.X <= _hoverRegion.Right && _mousePos.Y > _hoverRegion.Top && _mousePos.Y <= _hoverRegion.Bottom) { _hudDirty = true; } if (viewport == _hoverViewport) { return; } _hudDirty = true; _hoverViewport = viewport; _hoverViewIndex = viewIndex; _hoverFadeInTime = HudHoverTime; _hudHidden = false; }