/
MonoGameMouseState.cs
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/
MonoGameMouseState.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Input;
namespace EmptyKeys.UserInterface.Input
{
/// <summary>
/// Implements MonoGame specific mouse state
/// </summary>
public class MonoGameMouseState : MouseStateBase
{
private MouseState state;
/// <summary>
/// Gets a value indicating whether this instance is left button pressed.
/// </summary>
/// <value>
/// <c>true</c> if this instance is left button pressed; otherwise, <c>false</c>.
/// </value>
public override bool IsLeftButtonPressed
{
get { return state.LeftButton == ButtonState.Pressed; }
}
/// <summary>
/// Gets a value indicating whether this instance is middle button pressed.
/// </summary>
/// <value>
/// <c>true</c> if this instance is middle button pressed; otherwise, <c>false</c>.
/// </value>
public override bool IsMiddleButtonPressed
{
get { return state.MiddleButton == ButtonState.Pressed; }
}
/// <summary>
/// Gets a value indicating whether this instance is right button pressed.
/// </summary>
/// <value>
/// <c>true</c> if this instance is right button pressed; otherwise, <c>false</c>.
/// </value>
public override bool IsRightButtonPressed
{
get { return state.RightButton == ButtonState.Pressed; }
}
/// <summary>
/// Gets the normalized x.
/// </summary>
/// <value>
/// The normalized x.
/// </value>
public override float NormalizedX
{
get
{
float width = Engine.Instance.Renderer.NativeScreenWidth;
return state.Position.X / width;
}
}
/// <summary>
/// Gets the normalized y.
/// </summary>
/// <value>
/// The normalized y.
/// </value>
public override float NormalizedY
{
get
{
float height = Engine.Instance.Renderer.NativeScreenHeight;
return state.Position.Y / height;
}
}
/// <summary>
/// Gets the scroll wheel value.
/// </summary>
/// <value>
/// The scroll wheel value.
/// </value>
public override int ScrollWheelValue
{
get { return state.ScrollWheelValue; }
}
/// <summary>
/// Gets or sets a value indicating whether mouse is visible.
/// </summary>
/// <value>
/// <c>true</c> if mouse is visible; otherwise, <c>false</c>.
/// </value>
public override bool IsVisible
{
get
{
return false;
}
set
{
}
}
/// <summary>
/// Initializes a new instance of the <see cref="MonoGameMouseState"/> class.
/// </summary>
public MonoGameMouseState()
: base()
{
}
/// <summary>
/// Sets the position.
/// </summary>
/// <param name="x">The x.</param>
/// <param name="y">The y.</param>
public override void SetPosition(int x, int y)
{
Microsoft.Xna.Framework.Input.Mouse.SetPosition(x, y);
}
/// <summary>
/// Updates this instance.
/// </summary>
public override void Update()
{
state = Microsoft.Xna.Framework.Input.Mouse.GetState();
}
}
}