Adding code for mouse handling

--HG--
branch : axios-newgsm
This commit is contained in:
nathan@daedalus
2012-04-17 22:07:51 -05:00
parent 2277056e6b
commit 494a128094
6 changed files with 125 additions and 20 deletions

View File

@@ -247,7 +247,7 @@ namespace GameStateManagement
/// <summary>
/// Reads the latest state user input.
/// </summary>
public void Update()
public void Update(GameTime gameTime)
{
_lastMouseState = _currentMouseState;
if (_handleVirtualStick)
@@ -299,6 +299,52 @@ namespace GameStateManagement
{
Gestures.Add(TouchPanel.ReadGesture());
}
// Update cursor
Vector2 oldCursor = _cursor;
if (CurrentGamePadStates[0].IsConnected && CurrentGamePadStates[0].ThumbSticks.Left != Vector2.Zero)
{
Vector2 temp = CurrentGamePadStates[0].ThumbSticks.Left;
_cursor += temp * new Vector2(300f, -300f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
Mouse.SetPosition((int)_cursor.X, (int)_cursor.Y);
}
else
{
_cursor.X = _currentMouseState.X;
_cursor.Y = _currentMouseState.Y;
}
_cursor.X = MathHelper.Clamp(_cursor.X, 0f, _viewport.Width);
_cursor.Y = MathHelper.Clamp(_cursor.Y, 0f, _viewport.Height);
if (_cursorIsValid && oldCursor != _cursor)
{
_cursorMoved = true;
}
else
{
_cursorMoved = false;
}
#if WINDOWS
if (_viewport.Bounds.Contains(_currentMouseState.X, _currentMouseState.Y))
{
_cursorIsValid = true;
}
else
{
_cursorIsValid = false;
}
#elif WINDOWS_PHONE
if (_currentMouseState.LeftButton == ButtonState.Pressed)
{
_cursorIsValid = true;
}
else
{
_cursorIsValid = false;
}
#endif
}
@@ -426,5 +472,60 @@ namespace GameStateManagement
return (_lastVirtualState.IsButtonDown(button) &&
_currentVirtualState.IsButtonUp(button));
}
/// <summary>
/// Helper for checking if a mouse button was newly pressed during this update.
/// </summary>
public bool IsNewMouseButtonPress(MouseButtons button)
{
switch (button)
{
case MouseButtons.LeftButton:
return (_currentMouseState.LeftButton == ButtonState.Pressed &&
_lastMouseState.LeftButton == ButtonState.Released);
case MouseButtons.RightButton:
return (_currentMouseState.RightButton == ButtonState.Pressed &&
_lastMouseState.RightButton == ButtonState.Released);
case MouseButtons.MiddleButton:
return (_currentMouseState.MiddleButton == ButtonState.Pressed &&
_lastMouseState.MiddleButton == ButtonState.Released);
case MouseButtons.ExtraButton1:
return (_currentMouseState.XButton1 == ButtonState.Pressed &&
_lastMouseState.XButton1 == ButtonState.Released);
case MouseButtons.ExtraButton2:
return (_currentMouseState.XButton2 == ButtonState.Pressed &&
_lastMouseState.XButton2 == ButtonState.Released);
default:
return false;
}
}
/// <summary>
/// Checks if the requested mouse button is released.
/// </summary>
/// <param name="button">The button.</param>
public bool IsNewMouseButtonRelease(MouseButtons button)
{
switch (button)
{
case MouseButtons.LeftButton:
return (_lastMouseState.LeftButton == ButtonState.Pressed &&
_currentMouseState.LeftButton == ButtonState.Released);
case MouseButtons.RightButton:
return (_lastMouseState.RightButton == ButtonState.Pressed &&
_currentMouseState.RightButton == ButtonState.Released);
case MouseButtons.MiddleButton:
return (_lastMouseState.MiddleButton == ButtonState.Pressed &&
_currentMouseState.MiddleButton == ButtonState.Released);
case MouseButtons.ExtraButton1:
return (_lastMouseState.XButton1 == ButtonState.Pressed &&
_currentMouseState.XButton1 == ButtonState.Released);
case MouseButtons.ExtraButton2:
return (_lastMouseState.XButton2 == ButtonState.Pressed &&
_currentMouseState.XButton2 == ButtonState.Released);
default:
return false;
}
}
}
}