(61d00a474) v0.9.7.1
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System;
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#if WINDOWS
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using System.Runtime.InteropServices;
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#endif
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namespace Barotrauma
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{
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public enum MouseButton
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{
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None = -1,
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LeftMouse = 0,
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RightMouse = 1,
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MiddleMouse = 2,
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MouseButton4 = 3,
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MouseButton5 = 4,
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MouseWheelUp = 5,
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MouseWheelDown = 6,
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PrimaryMouse,
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SecondaryMouse
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}
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public class KeyOrMouse
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{
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public Keys Key { get; private set; }
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public MouseButton MouseButton { get; private set; }
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public KeyOrMouse(Keys keyBinding)
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{
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this.Key = keyBinding;
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this.MouseButton = MouseButton.None;
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}
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public KeyOrMouse(MouseButton mouseButton)
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{
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this.MouseButton = mouseButton;
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}
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public bool IsDown()
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{
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switch (MouseButton)
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{
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case MouseButton.None:
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return PlayerInput.KeyDown(Key);
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case MouseButton.PrimaryMouse:
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return PlayerInput.PrimaryMouseButtonHeld();
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case MouseButton.SecondaryMouse:
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return PlayerInput.SecondaryMouseButtonHeld();
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case MouseButton.LeftMouse:
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return PlayerInput.LeftButtonHeld();
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case MouseButton.RightMouse:
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return PlayerInput.RightButtonHeld();
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case MouseButton.MiddleMouse:
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return PlayerInput.MidButtonHeld();
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case MouseButton.MouseButton4:
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return PlayerInput.Mouse4ButtonHeld();
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case MouseButton.MouseButton5:
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return PlayerInput.Mouse5ButtonHeld();
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case MouseButton.MouseWheelUp: // No real way of "holding" a mouse wheel key, but then again it makes no sense to bind the key to this kind of task.
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return PlayerInput.MouseWheelUpClicked();
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case MouseButton.MouseWheelDown:
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return PlayerInput.MouseWheelDownClicked();
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}
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return false;
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}
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public bool IsHit()
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{
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switch (MouseButton)
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{
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case MouseButton.None:
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return PlayerInput.KeyHit(Key);
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case MouseButton.PrimaryMouse:
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return PlayerInput.PrimaryMouseButtonClicked();
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case MouseButton.SecondaryMouse:
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return PlayerInput.SecondaryMouseButtonClicked();
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case MouseButton.LeftMouse:
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return PlayerInput.LeftButtonClicked();
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case MouseButton.RightMouse:
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return PlayerInput.RightButtonClicked();
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case MouseButton.MiddleMouse:
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return PlayerInput.MidButtonClicked();
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case MouseButton.MouseButton4:
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return PlayerInput.Mouse4ButtonClicked();
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case MouseButton.MouseButton5:
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return PlayerInput.Mouse5ButtonClicked();
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case MouseButton.MouseWheelUp:
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return PlayerInput.MouseWheelUpClicked();
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case MouseButton.MouseWheelDown:
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return PlayerInput.MouseWheelDownClicked();
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}
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return false;
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}
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public override bool Equals(object obj)
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{
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if (obj is KeyOrMouse keyOrMouse)
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{
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if (MouseButton != MouseButton.None)
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{
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return keyOrMouse.MouseButton == MouseButton;
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}
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else
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{
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return keyOrMouse.Key.Equals(Key);
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}
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}
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else
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{
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return false;
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}
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}
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public override string ToString()
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{
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switch (MouseButton)
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{
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case MouseButton.None:
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return Key.ToString();
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default:
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return MouseButton.ToString();
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}
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}
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public override int GetHashCode()
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{
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var hashCode = int.MinValue;
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hashCode = hashCode * -1521134295 + Key.GetHashCode();
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hashCode = hashCode * -1521134295 + EqualityComparer<int?>.Default.GetHashCode((int)MouseButton);
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return hashCode;
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}
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}
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public static class PlayerInput
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{
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static MouseState mouseState, oldMouseState;
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static MouseState latestMouseState; //the absolute latest state, do NOT use for player interaction
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static KeyboardState keyboardState, oldKeyboardState;
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static double timeSinceClick;
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static Point lastClickPosition;
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const float DoubleClickDelay = 0.4f;
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public static float MaxDoubleClickDistance
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{
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get { return Math.Max(15.0f * Math.Max(GameMain.GraphicsHeight / 1920.0f, GameMain.GraphicsHeight / 1080.0f), 10.0f); }
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}
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static bool doubleClicked;
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static bool allowInput;
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static bool wasWindowActive;
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#if WINDOWS
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[DllImport("user32.dll")]
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static extern int GetSystemMetrics(int smIndex);
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public static bool MouseButtonsSwapped()
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{
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return GetSystemMetrics(23) != 0; //SM_SWAPBUTTON
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}
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#else
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public static bool MouseButtonsSwapped()
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{
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return false; //TODO: implement on other platforms?
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}
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#endif
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public static Vector2 MousePosition
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{
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get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
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}
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public static Vector2 LatestMousePosition
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{
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get { return new Vector2(latestMouseState.Position.X, latestMouseState.Position.Y); }
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}
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public static bool MouseInsideWindow
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{
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get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
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}
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public static Vector2 MouseSpeed
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{
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get
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{
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return AllowInput ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
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}
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}
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private static bool AllowInput
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{
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get { return GameMain.WindowActive && allowInput; }
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}
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public static Vector2 MouseSpeedPerSecond { get; private set; }
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public static KeyboardState GetKeyboardState
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{
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get { return keyboardState; }
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}
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public static KeyboardState GetOldKeyboardState
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{
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get { return oldKeyboardState; }
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}
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public static int ScrollWheelSpeed
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{
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get { return AllowInput ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
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}
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public static bool PrimaryMouseButtonHeld()
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{
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if (MouseButtonsSwapped())
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{
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return RightButtonHeld();
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}
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return LeftButtonHeld();
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}
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public static bool PrimaryMouseButtonDown()
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{
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if (MouseButtonsSwapped())
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{
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return RightButtonDown();
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}
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return LeftButtonDown();
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}
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public static bool PrimaryMouseButtonReleased()
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{
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if (MouseButtonsSwapped())
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{
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return RightButtonReleased();
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}
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return LeftButtonReleased();
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}
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public static bool PrimaryMouseButtonClicked()
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{
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if (MouseButtonsSwapped())
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{
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return RightButtonClicked();
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}
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return LeftButtonClicked();
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}
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public static bool SecondaryMouseButtonHeld()
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{
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if (!MouseButtonsSwapped())
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{
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return RightButtonHeld();
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}
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return LeftButtonHeld();
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}
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public static bool SecondaryMouseButtonDown()
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{
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if (!MouseButtonsSwapped())
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{
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return RightButtonDown();
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}
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return LeftButtonDown();
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}
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public static bool SecondaryMouseButtonReleased()
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{
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if (!MouseButtonsSwapped())
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{
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return RightButtonReleased();
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}
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return LeftButtonReleased();
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}
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public static bool SecondaryMouseButtonClicked()
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{
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if (!MouseButtonsSwapped())
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{
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return RightButtonClicked();
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}
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return LeftButtonClicked();
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}
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public static bool LeftButtonHeld()
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{
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return AllowInput && mouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool LeftButtonDown()
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{
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return AllowInput &&
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oldMouseState.LeftButton == ButtonState.Released &&
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mouseState.LeftButton == ButtonState.Pressed;
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}
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public static bool LeftButtonReleased()
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{
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return AllowInput && mouseState.LeftButton == ButtonState.Released;
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}
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public static bool LeftButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.LeftButton == ButtonState.Pressed
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&& mouseState.LeftButton == ButtonState.Released);
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}
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public static bool RightButtonHeld()
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{
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return AllowInput && mouseState.RightButton == ButtonState.Pressed;
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}
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public static bool RightButtonDown()
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{
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return AllowInput &&
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oldMouseState.RightButton == ButtonState.Released &&
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mouseState.RightButton == ButtonState.Pressed;
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}
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public static bool RightButtonReleased()
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{
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return AllowInput && mouseState.RightButton == ButtonState.Released;
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}
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public static bool RightButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.RightButton == ButtonState.Pressed
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&& mouseState.RightButton == ButtonState.Released);
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}
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public static bool MidButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.MiddleButton == ButtonState.Pressed
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&& mouseState.MiddleButton == ButtonState.Released);
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}
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public static bool MidButtonHeld()
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{
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return AllowInput && mouseState.MiddleButton == ButtonState.Pressed;
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}
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public static bool Mouse4ButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.XButton1 == ButtonState.Pressed
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&& mouseState.XButton1 == ButtonState.Released);
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}
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public static bool Mouse4ButtonHeld()
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{
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return AllowInput && mouseState.XButton1 == ButtonState.Pressed;
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}
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public static bool Mouse5ButtonClicked()
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{
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return (AllowInput &&
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oldMouseState.XButton2 == ButtonState.Pressed
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&& mouseState.XButton2 == ButtonState.Released);
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}
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public static bool Mouse5ButtonHeld()
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{
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return AllowInput && mouseState.XButton2 == ButtonState.Pressed;
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}
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public static bool MouseWheelUpClicked()
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{
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return (AllowInput && ScrollWheelSpeed > 0);
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}
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public static bool MouseWheelDownClicked()
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{
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return (AllowInput && ScrollWheelSpeed < 0);
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}
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public static bool DoubleClicked()
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{
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return AllowInput && doubleClicked;
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}
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public static bool KeyHit(InputType inputType)
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{
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return AllowInput && GameMain.Config.KeyBind(inputType).IsHit();
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}
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public static bool KeyDown(InputType inputType)
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{
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return AllowInput && GameMain.Config.KeyBind(inputType).IsDown();
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}
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public static bool KeyUp(InputType inputType)
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{
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return AllowInput && !GameMain.Config.KeyBind(inputType).IsDown();
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}
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public static bool KeyHit(Keys button)
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{
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return (AllowInput && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
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}
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public static bool KeyDown(Keys button)
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{
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return (AllowInput && keyboardState.IsKeyDown(button));
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}
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public static bool KeyUp(Keys button)
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{
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return AllowInput && keyboardState.IsKeyUp(button);
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}
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public static void Update(double deltaTime)
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{
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timeSinceClick += deltaTime;
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if (!GameMain.WindowActive)
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{
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wasWindowActive = false;
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return;
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}
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//window was not active during the previous frame -> ignore inputs from this frame
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if (!wasWindowActive)
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{
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wasWindowActive = true;
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allowInput = false;
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}
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else
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{
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allowInput = true;
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}
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oldMouseState = mouseState;
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mouseState = latestMouseState;
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UpdateVariable();
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oldKeyboardState = keyboardState;
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keyboardState = Keyboard.GetState();
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MouseSpeedPerSecond = MouseSpeed / (float)deltaTime;
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doubleClicked = false;
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if (PrimaryMouseButtonClicked())
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{
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if (timeSinceClick < DoubleClickDelay &&
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(mouseState.Position - lastClickPosition).ToVector2().Length() < MaxDoubleClickDistance)
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{
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doubleClicked = true;
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}
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lastClickPosition = mouseState.Position;
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timeSinceClick = 0.0;
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}
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}
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public static void UpdateVariable()
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{
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//do NOT use this for actual interaction with the game, this is to be used for debugging and rendering ONLY
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latestMouseState = Mouse.GetState();
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}
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}
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}
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