//////////////////////////////////////////////////////////// /// <summary> /// This function returns the current touch position /// relative to the given window /// </summary> /// <param name="Finger">Finger index</param> /// <param name="RelativeTo">Reference window</param> /// <returns>Current position of the finger</returns> //////////////////////////////////////////////////////////// public static Vector2i GetPosition(uint Finger, Window RelativeTo) { if (RelativeTo != null) return RelativeTo.InternalGetTouchPosition(Finger); else return sfTouch_getPosition(Finger, IntPtr.Zero); }
//////////////////////////////////////////////////////////// /// <summary> /// This function returns the current touch position /// relative to the given window /// </summary> /// <param name="Finger">Finger index</param> /// <param name="RelativeTo">Reference window</param> /// <returns>Current position of the finger</returns> //////////////////////////////////////////////////////////// public static Vector2i GetPosition(uint Finger, Window RelativeTo) { if (RelativeTo != null) { return(RelativeTo.InternalGetTouchPosition(Finger)); } else { return(sfTouch_getPosition(Finger, IntPtr.Zero)); } }
/// <summary> /// This function returns the current touch position /// relative to the given window /// </summary> /// <param name="finger">Finger index</param> /// <param name="relativeTo">Reference window</param> /// <returns>Current position of the finger</returns> public static Vector2i GetPosition(uint finger, Window relativeTo = null) { return(relativeTo?.InternalGetTouchPosition(finger) ?? sfTouch_getPosition(finger, IntPtr.Zero)); }