Adding code for mouse handling
--HG-- branch : axios-newgsm
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2277056e6b
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@ -1,5 +1,6 @@
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using System;
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using FarseerPhysics.SamplesFramework;
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using GameStateManagement;
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namespace Axios.Engine
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{
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@ -19,45 +20,45 @@ namespace Axios.Engine
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}
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}
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public delegate void AxiosHandler(object sender, AxiosGameScreen gameScreen, InputHelper input);
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public delegate void AxiosHandler(object sender, AxiosGameScreen gameScreen, InputState input);
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public delegate void AxiosGameObjectHandler(AxiosGameObject sender);
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#region GameObjectEventMethods
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public virtual void OnFocusEnter(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnFocusEnter(AxiosGameScreen gameScreen, InputState input)
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{
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this.HasFocus = true;
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this.OnEvent(FocusEnter, gameScreen, input);
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}
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public virtual void OnFocusLeave(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnFocusLeave(AxiosGameScreen gameScreen, InputState input)
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{
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this.HasFocus = false;
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this.OnEvent(FocusLeave, gameScreen, input);
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}
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public virtual void OnMouseHover(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnMouseHover(AxiosGameScreen gameScreen, InputState input)
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{
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this.OnEvent(MouseHover, gameScreen, input);
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}
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public virtual void OnMouseLeave(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnMouseLeave(AxiosGameScreen gameScreen, InputState input)
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{
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this.OnEvent(MouseLeave, gameScreen, input);
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}
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public virtual void OnValueChange(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnValueChange(AxiosGameScreen gameScreen, InputState input)
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{
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this.OnEvent(ValueChange, gameScreen, input);
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}
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public virtual void OnMouseDown(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnMouseDown(AxiosGameScreen gameScreen, InputState input)
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{
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this.OnEvent(MouseDown, gameScreen, input);
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}
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public virtual void OnMouseUp(AxiosGameScreen gameScreen, InputHelper input)
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public virtual void OnMouseUp(AxiosGameScreen gameScreen, InputState input)
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{
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this.OnEvent(MouseUp, gameScreen, input);
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}
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@ -334,7 +334,7 @@ namespace Axios.Engine
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}
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}
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public override void HandleInput(InputHelper input, GameTime gameTime)
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public override void HandleInput(InputState input, GameTime gameTime)
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{
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base.HandleInput(input, gameTime);
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@ -2,6 +2,7 @@
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using Axios.Engine.Interfaces;
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using Microsoft.Xna.Framework;
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using GameStateManagement;
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namespace Axios.Engine
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{
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@ -65,12 +66,12 @@ namespace Axios.Engine
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}
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public override void HandleInput(AxiosGameScreen gameScreen, FarseerPhysics.SamplesFramework.InputHelper input, Microsoft.Xna.Framework.GameTime gameTime)
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public override void HandleInput(AxiosGameScreen gameScreen, InputState input, Microsoft.Xna.Framework.GameTime gameTime)
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{
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}
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public override void HandleCursor(AxiosGameScreen gameScreen, FarseerPhysics.SamplesFramework.InputHelper input)
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public override void HandleCursor(AxiosGameScreen gameScreen, InputState input)
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{
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}
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@ -1,5 +1,6 @@
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework;
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using GameStateManagement;
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namespace Axios.Engine.Interfaces
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@ -8,8 +9,8 @@ namespace Axios.Engine.Interfaces
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{
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void Update(AxiosGameScreen gameScreen, GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen);
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void LoadContent(AxiosGameScreen gameScreen);
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void HandleInput(AxiosGameScreen gameScreen, InputHelper input, GameTime gameTime);
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void HandleCursor(AxiosGameScreen gameScreen, InputHelper input);
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void HandleInput(AxiosGameScreen gameScreen, InputState input, GameTime gameTime);
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void HandleCursor(AxiosGameScreen gameScreen, InputState input);
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void UnloadContent(AxiosGameScreen gameScreen);
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}
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}
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@ -1,6 +1,7 @@
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using FarseerPhysics.SamplesFramework;
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using Microsoft.Xna.Framework.Graphics;
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using GameStateManagement;
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namespace Axios.Engine.UI
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{
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@ -48,7 +49,7 @@ namespace Axios.Engine.UI
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}
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public override void OnMouseHover(AxiosGameScreen gameScreen, InputHelper input)
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public override void OnMouseHover(AxiosGameScreen gameScreen, InputState input)
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{
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base.OnMouseHover(gameScreen, input);
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@ -56,21 +57,21 @@ namespace Axios.Engine.UI
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}
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public override void OnMouseLeave(AxiosGameScreen gameScreen, InputHelper input)
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public override void OnMouseLeave(AxiosGameScreen gameScreen, InputState input)
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{
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base.OnMouseLeave(gameScreen, input);
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this.Texture = _normaltexture;
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}
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public override void OnMouseDown(AxiosGameScreen gameScreen, InputHelper input)
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public override void OnMouseDown(AxiosGameScreen gameScreen, InputState input)
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{
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base.OnMouseDown(gameScreen, input);
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this.Texture = _clicktexture;
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}
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public override void OnMouseUp(AxiosGameScreen gameScreen, InputHelper input)
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public override void OnMouseUp(AxiosGameScreen gameScreen, InputState input)
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{
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base.OnMouseUp(gameScreen, input);
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@ -79,9 +80,9 @@ namespace Axios.Engine.UI
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}
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public override void HandleCursor(AxiosGameScreen gameScreen, InputHelper input)
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public override void HandleCursor(AxiosGameScreen gameScreen, InputState input)
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{
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base.HandleCursor(gameScreen, input);
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@ -247,7 +247,7 @@ namespace GameStateManagement
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/// <summary>
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/// Reads the latest state user input.
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/// </summary>
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public void Update()
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public void Update(GameTime gameTime)
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{
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_lastMouseState = _currentMouseState;
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if (_handleVirtualStick)
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@ -299,6 +299,52 @@ namespace GameStateManagement
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{
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Gestures.Add(TouchPanel.ReadGesture());
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}
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// Update cursor
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Vector2 oldCursor = _cursor;
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if (CurrentGamePadStates[0].IsConnected && CurrentGamePadStates[0].ThumbSticks.Left != Vector2.Zero)
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{
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Vector2 temp = CurrentGamePadStates[0].ThumbSticks.Left;
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_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
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Mouse.SetPosition((int)_cursor.X, (int)_cursor.Y);
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}
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else
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{
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_cursor.X = _currentMouseState.X;
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_cursor.Y = _currentMouseState.Y;
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}
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_cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width);
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_cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height);
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if (_cursorIsValid && oldCursor != _cursor)
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{
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_cursorMoved = true;
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}
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else
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{
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_cursorMoved = false;
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}
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#if WINDOWS
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if (_viewport.Bounds.Contains(_currentMouseState.X, _currentMouseState.Y))
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#elif WINDOWS_PHONE
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if (_currentMouseState.LeftButton == ButtonState.Pressed)
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{
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_cursorIsValid = true;
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}
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else
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{
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_cursorIsValid = false;
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}
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#endif
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}
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@ -426,5 +472,60 @@ namespace GameStateManagement
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return (_lastVirtualState.IsButtonDown(button) &&
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_currentVirtualState.IsButtonUp(button));
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}
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/// <summary>
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/// Helper for checking if a mouse button was newly pressed during this update.
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/// </summary>
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public bool IsNewMouseButtonPress(MouseButtons button)
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{
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switch (button)
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{
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case MouseButtons.LeftButton:
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return (_currentMouseState.LeftButton == ButtonState.Pressed &&
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_lastMouseState.LeftButton == ButtonState.Released);
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case MouseButtons.RightButton:
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return (_currentMouseState.RightButton == ButtonState.Pressed &&
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_lastMouseState.RightButton == ButtonState.Released);
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case MouseButtons.MiddleButton:
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return (_currentMouseState.MiddleButton == ButtonState.Pressed &&
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_lastMouseState.MiddleButton == ButtonState.Released);
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case MouseButtons.ExtraButton1:
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return (_currentMouseState.XButton1 == ButtonState.Pressed &&
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_lastMouseState.XButton1 == ButtonState.Released);
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case MouseButtons.ExtraButton2:
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return (_currentMouseState.XButton2 == ButtonState.Pressed &&
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_lastMouseState.XButton2 == ButtonState.Released);
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default:
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return false;
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}
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}
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/// <summary>
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/// Checks if the requested mouse button is released.
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/// </summary>
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/// <param name="button">The button.</param>
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public bool IsNewMouseButtonRelease(MouseButtons button)
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{
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switch (button)
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{
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case MouseButtons.LeftButton:
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return (_lastMouseState.LeftButton == ButtonState.Pressed &&
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_currentMouseState.LeftButton == ButtonState.Released);
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case MouseButtons.RightButton:
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return (_lastMouseState.RightButton == ButtonState.Pressed &&
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_currentMouseState.RightButton == ButtonState.Released);
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case MouseButtons.MiddleButton:
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return (_lastMouseState.MiddleButton == ButtonState.Pressed &&
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_currentMouseState.MiddleButton == ButtonState.Released);
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case MouseButtons.ExtraButton1:
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return (_lastMouseState.XButton1 == ButtonState.Pressed &&
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_currentMouseState.XButton1 == ButtonState.Released);
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case MouseButtons.ExtraButton2:
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return (_lastMouseState.XButton2 == ButtonState.Pressed &&
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_currentMouseState.XButton2 == ButtonState.Released);
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default:
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return false;
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}
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}
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}
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}
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