/// <summary>Raised after the player moves the in-game cursor.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnCursorMoved(object sender, CursorMovedEventArgs e) { SkillsMenuExtension.OnCursorMoved(e); if (Game1.activeClickableMenu is IInputHandler handler) { handler.OnCursorMoved(e); } }
/********** ** Private methods *********/ /// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnButtonPressed(object sender, ButtonPressedEventArgs e) { bool isClick = e.Button == SButton.MouseLeft; SkillsMenuExtension.OnButtonPressed(e, isClick); if (Game1.activeClickableMenu is IInputHandler handler) { handler.OnButtonPressed(e, isClick); } }
private static void PostRenderGuiEvent(object sender, EventArgs args) { SkillsMenuExtension.AddPrestigeButtonsToMenu(); }
/// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnRenderedActiveMenu(object sender, RenderedActiveMenuEventArgs e) { SkillsMenuExtension.AddPrestigeButtonsToMenu(); }
protected override void OnMouseClick() { SkillsMenuExtension.OpenPrestigeMenu(Skill); }