public void Update() { if (TInputManager.mouseClicked()) { var mousePosition = TInputManager.getMousePosition(); for (int i = 0; i < Panels.Count; i++) { if (Panels[i].ContainsMouse(mousePosition)) { Panels[i].RaiseClick(); } } } var CurrPos = TInputManager.getMousePosition(); var PrevPos = TInputManager.getPrevMousePosition(); for (int i = 0; i < Panels.Count; i++) { var prev = Panels[i].ContainsMouse(PrevPos); var curr = Panels[i].ContainsMouse(CurrPos); if (curr && !prev) { Panels[i].RaiseMouseEnter(); } else if (!curr && prev) { Panels[i].RaiseMouseLeave(); } } }
protected override void Update(GameTime gameTime) { base.Update(gameTime); gameContentManager.UpdateCurrent(gameTime); //must be at the end of update TInputManager.Update(); }
protected override void Initialize() { batch = new SpriteBatch(graphics.GraphicsDevice); graphicsManager = new TGraphicsManager(batch); //must be before gameContentManager.initialize so that frames get valid graphics device for creating panels gameContentManager.AddGraphics(graphics.GraphicsDevice); gameContentManager.InitializeAll(); TInputManager.Init(); //very important for calling loadcontent base.Initialize(); }