smrendererv3/SMCode/SM2D/Controls/Mouse2D.cs
Michel Fedde 71a22df8bd 2021-19-03
SM.Base:
~ Improved Keyboard.AreSpecificKeysPressed(int, int)
~ Made GenericTransformation.LastMaster's set public
~ Made the fixed update use the property "IsExiting" to determent if it should stop.
~ The MainFramebuffer of each RenderPipeline now has always a name.

SM2D:
~ Moved the checking code of Mouse2D.MouseOver into a own method.
2021-03-19 09:31:36 +01:00

86 lines
No EOL
2.8 KiB
C#

using System.Collections.Generic;
using OpenTK;
using SM.Base.Controls;
using SM.Base.Scene;
using SM.OGL.Mesh;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Controls
{
public class Mouse2D
{
public static Vector2 InWorld(Vector2 worldScale)
{
var res = worldScale;
res.Y *= -1;
return Mouse.InScreenNormalized * res - res / 2;
}
public static Vector2 InWorld(Camera cam)
{
return InWorld(cam.WorldScale) + cam.Position;
}
public static Vector2 InWorld(Vector2 worldScale, Vector2 position)
{
return InWorld(worldScale) + position;
}
public static bool MouseOver<TObject>(Vector2 mousePos, params TObject[] checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver(mousePos, out _, checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, ICollection<TObject> checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver<TObject>(mousePos, out _, checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clicked, params TObject[] checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver<TObject>(mousePos, out clicked, (ICollection<TObject>)checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clickedObj, ICollection<TObject> checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
{
clickedObj = default;
bool success = false;
float distance = -10;
foreach (TObject item in checkingObjects)
{
if (MouseOver(mousePos, item.Mesh.BoundingBox, item.Transform))
{
Matrix4 worldPos = item.Transform.InWorldSpace;
// if z is greater than distance
if (worldPos[3, 2] > distance)
{
clickedObj = item;
distance = worldPos[3, 2];
}
success = true;
}
}
return success;
}
public static bool MouseOver(Vector2 mousePos, BoundingBox boundingBox, Transformation transform)
{
Matrix4 worldPos = transform.InWorldSpace;
boundingBox.GetBounds(worldPos, out Vector3 min, out Vector3 max);
if (mousePos.X > min.X && mousePos.X < max.X &&
mousePos.Y > min.Y && mousePos.Y < max.Y)
{
return true;
}
return false;
}
}
}