示例#1
0
        }   // end of HandleMouseInput()

        public override void HandleTouchInput(TouchContact touch, Vector2 hitUV)
        {
            // Press in slider region?
            if (touch.phase == TouchPhase.Began && hitUV.Y > 0.5f)
            {
                touch.TouchedObject = this;
            }

            if (touch.TouchedObject == this && TouchPhase.Stationary != touch.phase)
            {
                // Adjust for ends of slide not filling all the way to border of shape.
                float value = hitUV.X;
                value = (value - 0.05f) / 0.9f;
                value = MyMath.Clamp(value, 0.0f, 1.0f);

                float delta = GetSliderPercentage() - value;
                if (SetSliderPercentage(value))
                {
                    // Only make nose if the value changes.
                    if (delta > 0)
                    {
                        Foley.PlayClickDown();
                    }
                    else if (delta < 0)
                    {
                        Foley.PlayClickUp();
                    }
                }
            }
        }   // end of HandleTouchInput()
示例#2
0
        }   // end of UIGridBaseModularSliderElement Update()

        public override void HandleMouseInput(Vector2 hitUV)
        {
            // Press in slider region?
            if (MouseInput.Left.WasPressed && hitUV.Y > 0.5f)
            {
                MouseInput.ClickedOnObject = this;
            }

            if (MouseInput.ClickedOnObject == this && MouseInput.Left.IsPressed)
            {
                // Adjust for ends of slide not filling all the way to border of shape.
                float value = hitUV.X;
                value = (value - 0.05f) / 0.9f;
                value = MyMath.Clamp(value, 0.0f, 1.0f);

                float delta = GetSliderPercentage() - value;
                if (SetSliderPercentage(value))
                {
                    // Only make nose if the value changes.
                    if (delta > 0)
                    {
                        Foley.PlayClickDown();
                    }
                    else if (delta < 0)
                    {
                        Foley.PlayClickUp();
                    }
                }
            }
        }   // end of HandleMouseInput()
        }   // end of SetXButton()

        public override void Update(ref Matrix parentMatrix)
        {
            // Check for input but only if selected.
            if (selected)
            {
                GamePadInput pad = GamePadInput.GetGamePad0();

                bool changed = false;

                // Handle input changes here.
                if (pad.DPadLeft.WasPressed ||
                    pad.DPadLeft.WasRepeatPressed ||
                    pad.LeftStickLeft.WasPressed ||
                    pad.LeftStickLeft.WasRepeatPressed)
                {
                    curIndex = (curIndex + pictures.Count - 1) % pictures.Count;
                    Foley.PlayClickDown();
                    changed = true;
                }
                if (pad.DPadRight.WasPressed ||
                    pad.DPadRight.WasRepeatPressed ||
                    pad.LeftStickRight.WasPressed ||
                    pad.LeftStickRight.WasRepeatPressed)
                {
                    curIndex = (curIndex + 1) % pictures.Count;
                    Foley.PlayClickUp();
                    changed = true;
                }

                if (pad.ButtonX.WasPressed)
                {
                    if (onXButton != null)
                    {
                        onXButton(curIndex);
                    }
                }

                if (changed || curIndex == -1)
                {
                    RecalcPositions();
                    if (onChange != null)
                    {
                        onChange(curIndex);
                    }
                }
            }

            RefreshTexture();

            base.Update(ref parentMatrix);
        }   // end of UIGridPictureListElement Update()
        }   // end of SetXButton()

        public override void Update(ref Matrix parentMatrix)
        {
            // Check for input but only if selected.
            if (selected)
            {
                GamePadInput pad = GamePadInput.GetGamePad0();

                if (Actions.ComboRight.WasPressedOrRepeat)
                {
                    Actions.ComboRight.ClearAllWasPressedState();

                    curIndex = (curIndex + 1) % 3;
                    Foley.PlayClickUp();
                    dirty = true;
                }

                if (Actions.ComboLeft.WasPressedOrRepeat)
                {
                    Actions.ComboLeft.ClearAllWasPressedState();

                    curIndex = (curIndex + 3 - 1) % 3;
                    Foley.PlayClickDown();
                    dirty = true;
                }

                if (Actions.X.WasPressed)
                {
                    Actions.X.ClearAllWasPressedState();

                    if (onXButton != null)
                    {
                        onXButton(curIndex);
                    }
                }
            }

            RefreshTexture();

            base.Update(ref parentMatrix);
        }   // end of UIGridModularCameraModeElement Update()
示例#5
0
        private void HandleMouseInput(Camera uicamera)
        {
            if (GamePadInput.ActiveMode != GamePadInput.InputMode.KeyboardMouse)
            {
                return;
            }

            // If the mouse took over from the touch, it should clear any
            // highlights the touch had going.
            Boku.InGame.inGame.TouchEdit.Clear();

            Camera    camera    = Boku.InGame.inGame.shared.camera;
            MouseEdit mouseEdit = Boku.InGame.inGame.MouseEdit;

            MouseEdit.MouseHitInfo hitInfo = null;

            hitInfo = MouseEdit.HitInfo;
            mouseEdit.DoObject(camera);

            if (hitInfo.HaveActor)
            {
                FocusActor      = hitInfo.ActorHit;
                focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color);
                Boku.InGame.ColorPalette.Active = true;
            }
            else
            {
                FocusActor = null;
                Boku.InGame.ColorPalette.Active = false;
            }

            if (MouseInput.Left.WasReleased)
            {
                selectedActor = null;
            }

            //don't add if we detected a paste
            if (MouseInput.Left.WasPressed && !MenusActive && (mouseEdit.MiddleAction != true))
            {
                MouseInput.Left.ClearAllWasPressedState();

                if (FocusActor != null)
                {
                    // Start draggin if over actor.
                    selectedActor = FocusActor;
                    actorOffset   = selectedActor.Movement.Position - hitInfo.TerrainPosition;
                }
                else if (!MenusActive && !SliderActive && inGame.editObjectUpdateObj.newItemSelectorShim.State != UIShim.States.Active)
                {
                    // No actor in focus so activate AddItem menu.
                    Vector2 position = new Vector2(hitInfo.TerrainPosition.X, hitInfo.TerrainPosition.Y);
                    inGame.editObjectUpdateObj.ActivateNewItemSelector(position, true);
                }
            }

            if (MouseInput.Left.IsPressed &&
                (selectedActor != null) &&
                (hitInfo != null))
            {
                Vector3 position = hitInfo.TerrainPosition + actorOffset;
                selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);

                // Try and keep the bot directly under the mouse cursor while still being at the correct height.
                // A possible alternative would be to use the cursor's 2d position for the bot and just have the
                // bot float at the appropriate height over the cursor.  This would allow more exact placement of
                // bots over terrain but it would mean a visual disconnect between where the cursor is and where
                // the bot is.  There would also be a jump when the bot is first clicked on since the terrain
                // position of the cursor is most likely further back than the bot's current position.
                if (hitInfo.VerticalOffset == 0.0f)
                {
                    Vector3 terrainToCameraDir = hitInfo.TerrainPosition - camera.From;
                    terrainToCameraDir.Normalize();
                    position = hitInfo.TerrainPosition + terrainToCameraDir * (selectedActor.EditHeight / terrainToCameraDir.Z);
                    selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                }

                // If the actor is supposed to stay above water, try to enforce that.
                // This can have some strange visual effects since it forces the actor to
                // float above where the mouse cursor is but the alternative is to have
                // actor get dragged under water.
                if (selectedActor.StayAboveWater)
                {
                    float waterAlt = Terrain.GetWaterBase(position);
                    if (waterAlt != 0)
                    {
                        position.Z = waterAlt + selectedActor.EditHeight;
                        selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                    }
                }

                Boku.InGame.IsLevelDirty = true;
            }

            if (MouseInput.Right.WasReleased)
            {
                menuActor          = FocusActor;
                menuCursorPosition = hitInfo.TerrainPosition;

                // We need to do this repeatedly since the Paste option will
                // change depending on what's in the cut/paste buffer.
                SetUpMenus();

                if (FocusActor == null)
                {
                    actorMenu.Deactivate();
                    noActorMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y));
                }
                else
                {
                    noActorMenu.Deactivate();
                    actorMenu.Activate(new Vector2(MouseInput.Position.X, MouseInput.Position.Y));
                    // Turn off any thought balloons so they don't clutter the menu.
                    ThoughtBalloonManager.RemoveThoughts(FocusActor);
                }
            }

            noActorMenu.Update();
            actorMenu.Update();

            // Support for changing tree types via up/down arrow keys.
            if (FocusActor != null && FocusActor.Classification.name == "tree")
            {
                inGame.editObjectUpdateObj.MakeTreeChange(FocusActor);
            }

            // Color palette support.
            if (FocusActor != null && !MenusActive && !sliderActive)
            {
                int numColors = Boku.InGame.ColorPalette.NumEntries;
                if (Actions.Left.WasPressedOrRepeat)
                {
                    focusColorIndex       = (focusColorIndex + numColors - 1) % numColors;
                    shared.curObjectColor = focusColorIndex;
                    FocusActor.ClassColor = ColorPalette.GetColorFromIndex(focusColorIndex);
                    Foley.PlayColorChange();
                    Boku.InGame.IsLevelDirty = true;
                }
                if (Actions.Right.WasPressedOrRepeat)
                {
                    focusColorIndex       = (focusColorIndex + 1) % numColors;
                    shared.curObjectColor = focusColorIndex;
                    FocusActor.ClassColor = ColorPalette.GetColorFromIndex(focusColorIndex);
                    Foley.PlayColorChange();
                    Boku.InGame.IsLevelDirty = true;
                }
            }

            // Align NSEW
            if (FocusActor != null && !MenusActive && !sliderActive)
            {
                if (Actions.Up.WasPressedOrRepeat)
                {
                    // Rotate clockwise.
                    float targetRotation = MathHelper.PiOver2 * (int)((FocusActor.Movement.RotationZ + MathHelper.TwoPi - 0.0001f) / MathHelper.PiOver2);
                    FocusActor.Movement.RotationZ = targetRotation;
                    Foley.PlayClickUp();
                    Boku.InGame.IsLevelDirty = true;
                }
                if (Actions.Down.WasPressedOrRepeat)
                {
                    // Rotate counter-clockwise.
                    float targetRotation = MathHelper.PiOver2 * (int)((FocusActor.Movement.RotationZ + MathHelper.PiOver2 + 0.0001f) / MathHelper.PiOver2);
                    FocusActor.Movement.RotationZ = targetRotation;
                    Foley.PlayClickDown();
                    Boku.InGame.IsLevelDirty = true;
                }
            }

            // Cut/Copy/Paste via keyboard.
            if (Actions.Cut.WasPressed && FocusActor != null)
            {
                inGame.editObjectUpdateObj.CutAction(FocusActor);
            }
            if (Actions.Copy.WasPressed && FocusActor != null)
            {
                inGame.editObjectUpdateObj.CopyAction(FocusActor);
            }
            if (Actions.Paste.WasPressed)
            {
                inGame.editObjectUpdateObj.PasteAction(null, hitInfo.TerrainPosition);
            }

            //
            // Figure out help overlay mode.
            //
            if (inGame.editObjectUpdateObj.newItemSelectorShim.State == UIShim.States.Active)
            {
                // The pie menu is active.
                HelpOverlay.ReplaceTop("MouseObjectEditAddItemMenu");
            }
            else if (hitInfo != null && hitInfo.HaveActor)
            {
                // We have an actor in focus.
                if (FocusActor != null && FocusActor.Classification.name == "tree")
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocusTree");
                }
                else
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocus");
                }
            }
        }
        public override void Update(ref Matrix parentMatrix)
        {
            // Do we need to render the gradients?
            GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice;
            RenderTarget2D rt     = UI2D.Shared.RenderTarget64_64;

            for (int i = 0; i < pics.Count; i++)
            {
                if (pics[i].texture == null)
                {
                    if (pics[i].gradient >= 0)
                    {
                        // Create the texture gradient.
                        InGame.SetRenderTarget(rt);
                        ScreenSpaceQuad quad = ScreenSpaceQuad.GetInstance();
                        quad.RenderGradient(SkyBox.Gradient(pics[i].gradient));
                        InGame.RestoreRenderTarget();

                        pics[i].texture = new Texture2D(device, 64, 64, false, SurfaceFormat.Color);

                        // Copy rendertarget result into texture.
                        int[] data = new int[64 * 64];
                        rt.GetData <int>(data);
                        pics[i].texture.SetData <int>(data);
                    }
                    else
                    {
                        // Load the texture image.
                        pics[i].texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\" + pics[i].picName);
                    }
                    dirty = true;
                }
            }

            // Check for input but only if selected.
            if (selected)
            {
                GamePadInput pad = GamePadInput.GetGamePad0();

                if (Actions.ComboRight.WasPressedOrRepeat)
                {
                    curIndex = (curIndex + 1) % pics.Count;
                    Foley.PlayClickUp();
                    recalcPositions = true;
                    dirty           = true;
                }

                if (Actions.ComboLeft.WasPressedOrRepeat)
                {
                    curIndex = (curIndex + pics.Count - 1) % pics.Count;
                    Foley.PlayClickDown();
                    recalcPositions = true;
                    dirty           = true;
                }
            }

            if (recalcPositions)
            {
                if (onChange != null)
                {
                    OnChange(CurIndex);
                }
                RefreshPositions();
            }
            RefreshTexture();

            base.Update(ref parentMatrix);
        }   // end of UIGridModularPictureListElement Update()
示例#7
0
        public override void Update(ref Matrix parentMatrix)
        {
            // Check for input but only if selected.
            if (selected)
            {
                GamePadInput pad = GamePadInput.GetGamePad0();

                bool leftStickTouched  = pad.DPadLeft.IsPressed || pad.LeftStickLeft.IsPressed || pad.DPadRight.IsPressed || pad.LeftStickRight.IsPressed;
                bool rightStickTouched = pad.RightStickLeft.IsPressed || pad.RightStickRight.IsPressed;
                bool keyboardTouched   = KeyboardInput.IsPressed(Keys.Left) || KeyboardInput.IsPressed(Keys.Right);

                // If there is no scroll input currently, reset fast scroll timer.
                if (useRightStick)
                {
                    if (!rightStickTouched)
                    {
                        lastNonPressTime = Time.WallClockTotalSeconds;
                    }
                }
                else
                {
                    // Using left stick.
                    if (!leftStickTouched && !keyboardTouched)
                    {
                        lastNonPressTime = Time.WallClockTotalSeconds;
                    }
                }

                double time  = Time.WallClockTotalSeconds;
                double delta = time - lastNonPressTime;
                FastScrolling = (Time.WallClockTotalSeconds - lastNonPressTime > FastScrollTime);

                // Handle input changes here.
                if (useRightStick)
                {
                    if (pad.RightStickLeft.WasPressedOrRepeat)
                    {
                        if (DecrementCurrentValue())
                        {
                            Foley.PlayClickDown();
                        }
                    }
                    if (pad.RightStickRight.WasPressedOrRepeat)
                    {
                        if (IncrementCurrentValue())
                        {
                            Foley.PlayClickUp();
                        }
                    }
                }
                else
                {
                    if (Actions.ComboLeft.WasPressedOrRepeat)
                    {
                        if (DecrementCurrentValue())
                        {
                            Foley.PlayClickDown();
                        }
                    }
                    if (Actions.ComboRight.WasPressedOrRepeat)
                    {
                        if (IncrementCurrentValue())
                        {
                            Foley.PlayClickUp();
                        }
                    }
                }
            }

            RefreshTexture();

            base.Update(ref parentMatrix);
        }   // end of UIGridBaseModularSliderElement Update()