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.
86 lines
No EOL
2.8 KiB
C#
86 lines
No EOL
2.8 KiB
C#
using System.Collections.Generic;
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using OpenTK;
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using SM.Base.Controls;
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using SM.Base.Scene;
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using SM.OGL.Mesh;
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using SM2D.Scene;
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using SM2D.Types;
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namespace SM2D.Controls
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{
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public class Mouse2D
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{
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public static Vector2 InWorld(Vector2 worldScale)
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{
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var res = worldScale;
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res.Y *= -1;
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return Mouse.InScreenNormalized * res - res / 2;
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}
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public static Vector2 InWorld(Camera cam)
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{
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return InWorld(cam.WorldScale) + cam.Position;
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}
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public static Vector2 InWorld(Vector2 worldScale, Vector2 position)
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{
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return InWorld(worldScale) + position;
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}
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public static bool MouseOver<TObject>(Vector2 mousePos, params TObject[] checkingObjects)
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where TObject : IModelItem, ITransformItem<Transformation>
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=> MouseOver(mousePos, out _, checkingObjects);
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public static bool MouseOver<TObject>(Vector2 mousePos, ICollection<TObject> checkingObjects)
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where TObject : IModelItem, ITransformItem<Transformation>
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=> MouseOver<TObject>(mousePos, out _, checkingObjects);
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public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clicked, params TObject[] checkingObjects)
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where TObject : IModelItem, ITransformItem<Transformation>
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=> MouseOver<TObject>(mousePos, out clicked, (ICollection<TObject>)checkingObjects);
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public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clickedObj, ICollection<TObject> checkingObjects)
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where TObject : IModelItem, ITransformItem<Transformation>
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{
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clickedObj = default;
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bool success = false;
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float distance = -10;
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foreach (TObject item in checkingObjects)
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{
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if (MouseOver(mousePos, item.Mesh.BoundingBox, item.Transform))
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{
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Matrix4 worldPos = item.Transform.InWorldSpace;
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// if z is greater than distance
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if (worldPos[3, 2] > distance)
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{
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clickedObj = item;
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distance = worldPos[3, 2];
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}
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success = true;
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}
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}
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return success;
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}
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public static bool MouseOver(Vector2 mousePos, BoundingBox boundingBox, Transformation transform)
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{
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Matrix4 worldPos = transform.InWorldSpace;
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boundingBox.GetBounds(worldPos, out Vector3 min, out Vector3 max);
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if (mousePos.X > min.X && mousePos.X < max.X &&
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mousePos.Y > min.Y && mousePos.Y < max.Y)
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{
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return true;
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}
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return false;
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}
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}
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} |