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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Input/MouseState.cs
237 lines | 5.4 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Input
{
/// <summary>
/// Represents a mouse state with cursor position and button press information.
/// </summary>
public struct MouseState
{
#region Public Properties
/// <summary>
/// Gets horizontal position of the cursor.
/// </summary>
public int X
{
get;
internal set;
}
/// <summary>
/// Gets vertical position of the cursor.
/// </summary>
public int Y
{
get;
internal set;
}
/// <summary>
/// Gets state of the left mouse button.
/// </summary>
public ButtonState LeftButton
{
get;
internal set;
}
/// <summary>
/// Gets state of the right mouse button.
/// </summary>
public ButtonState RightButton
{
get;
internal set;
}
/// <summary>
/// Gets state of the middle mouse button.
/// </summary>
public ButtonState MiddleButton
{
get;
internal set;
}
/// <summary>
/// Gets state of the XButton1.
/// </summary>
public ButtonState XButton1
{
get;
internal set;
}
/// <summary>
/// Gets state of the XButton2.
/// </summary>
public ButtonState XButton2
{
get;
internal set;
}
/// <summary>
/// Returns cumulative scroll wheel value since the game start.
/// </summary>
public int ScrollWheelValue
{
get;
internal set;
}
#endregion
#region Public Constructor
/// <summary>
/// Initializes a new instance of the MouseState.
/// </summary>
/// <param name="x">Horizontal position of the mouse.</param>
/// <param name="y">Vertical position of the mouse.</param>
/// <param name="scrollWheel">Mouse scroll wheel's value.</param>
/// <param name="leftButton">Left mouse button's state.</param>
/// <param name="middleButton">Middle mouse button's state.</param>
/// <param name="rightButton">Right mouse button's state.</param>
/// <param name="xButton1">XBUTTON1's state.</param>
/// <param name="xButton2">XBUTTON2's state.</param>
/// <remarks>
/// Normally <see cref="Mouse.GetState()"/> should be used to get mouse current
/// state. The constructor is provided for simulating mouse input.
/// </remarks>
public MouseState (
int x,
int y,
int scrollWheel,
ButtonState leftButton,
ButtonState middleButton,
ButtonState rightButton,
ButtonState xButton1,
ButtonState xButton2
) : this() {
X = x;
Y = y;
ScrollWheelValue = scrollWheel;
LeftButton = leftButton;
MiddleButton = middleButton;
RightButton = rightButton;
XButton1 = xButton1;
XButton2 = xButton2;
}
#endregion
#region Public Static Operators and Override Methods
/// <summary>
/// Compares whether two MouseState instances are equal.
/// </summary>
/// <param name="left">MouseState instance on the left of the equal sign.</param>
/// <param name="right">MouseState instance on the right of the equal sign.</param>
/// <returns>true if the instances are equal; false otherwise.</returns>
public static bool operator ==(MouseState left, MouseState right)
{
return ( left.X == right.X &&
left.Y == right.Y &&
left.LeftButton == right.LeftButton &&
left.MiddleButton == right.MiddleButton &&
left.RightButton == right.RightButton &&
left.ScrollWheelValue == right.ScrollWheelValue );
}
/// <summary>
/// Compares whether two MouseState instances are not equal.
/// </summary>
/// <param name="left">MouseState instance on the left of the equal sign.</param>
/// <param name="right">MouseState instance on the right of the equal sign.</param>
/// <returns>true if the objects are not equal; false otherwise.</returns>
public static bool operator !=(MouseState left, MouseState right)
{
return !(left == right);
}
/// <summary>
/// Compares whether current instance is equal to specified object.
/// </summary>
/// <param name="obj">The MouseState to compare.</param>
/// <returns></returns>
public override bool Equals(object obj)
{
return (obj is MouseState) && (this == (MouseState) obj);
}
/// <summary>
/// Gets the hash code for MouseState instance.
/// </summary>
/// <returns>Hash code of the object.</returns>
public override int GetHashCode()
{
return base.GetHashCode();
}
/// <summary>
/// Returns a string describing the mouse state.
/// </summary>
public override string ToString()
{
string buttons = string.Empty;
if (LeftButton == ButtonState.Pressed)
{
buttons = "Left";
}
if (RightButton == ButtonState.Pressed)
{
if (buttons.Length > 0)
{
buttons += " ";
}
buttons += "Right";
}
if (MiddleButton == ButtonState.Pressed)
{
if (buttons.Length > 0)
{
buttons += " ";
}
buttons += "Middle";
}
if (XButton1 == ButtonState.Pressed)
{
if (buttons.Length > 0)
{
buttons += " ";
}
buttons += "XButton1";
}
if (XButton2 == ButtonState.Pressed)
{
if (buttons.Length > 0)
{
buttons += " ";
}
buttons += "XButton2";
}
if (string.IsNullOrEmpty(buttons))
{
buttons = "None";
}
return string.Format(
"[MouseState X={0}, Y={1}, Buttons={2}, Wheel={3}]",
X,
Y,
buttons,
ScrollWheelValue
);
}
#endregion
}
}