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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace V3.Input.Internal
{
/// <summary>
/// Default implementation of an event that is sent when a mouse button is
/// pressed or released.
/// </summary>
internal sealed class MouseEvent : IMouseEvent
{
/// <summary>
/// The mouse button that was pressed or released.
/// </summary>
public MouseButton MouseButton { get; }
/// <summary>
/// The state of the mouse button (pressed or released?).
/// </summary>
public ButtonState ButtonState { get; }
/// <summary>
/// The position where the mouse button was pressed the last time.
/// </summary>
public Point PositionPressed { get; }
/// <summary>
/// The position where the mouse button was released if this is a
/// release event, null otherwise.
/// </summary>
public Point? PositionReleased { get; }
/// <summary>
/// True if PositionReleased is a valid on-screen position, otherwise
/// false.
/// </summary>
public bool ReleasedOnScreen { get; }
/// <summary>
/// Creates a new mouse event with the given data.
/// </summary>
/// <param name="mouseButton">the mouse button that was pressed or
/// released</param>
/// <param name="buttonState">the type of the event (pressed or
/// released?)</param>
/// <param name="positionPressed">the position of the last press of
/// the button</param>
/// <param name="positionReleased">the position of the release of the
/// button if this is a release event, or null otherwise</param>
/// <param name="releasedOnScreen">true if positionReleased is a valid
/// on-screen position.</param>
public MouseEvent(MouseButton mouseButton, ButtonState buttonState, Point positionPressed, Point? positionReleased, bool releasedOnScreen)
{
MouseButton = mouseButton;
ButtonState = buttonState;
PositionPressed = positionPressed;
PositionReleased = positionReleased;
ReleasedOnScreen = releasedOnScreen;
}
}
}
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