Selecting stairs based on WorldRect in editor, disable input if window not active, disable traveling if no locations are selected

This commit is contained in:
Regalis
2016-01-27 22:27:51 +02:00
parent 8cc12b6988
commit 7637bc441f
21 changed files with 95 additions and 77 deletions

View File

@@ -214,14 +214,14 @@ namespace Barotrauma
get { return new Vector2(mouseState.Position.X, mouseState.Position.Y); }
}
public static MouseState GetMouseState
{
get { return mouseState; }
}
public static MouseState GetOldMouseState
{
get { return oldMouseState; }
}
//public static MouseState GetMouseState
//{
// get { return mouseState; }
//}
//public static MouseState GetOldMouseState
//{
// get { return oldMouseState; }
//}
public static bool MouseInsideWindow
{
@@ -231,74 +231,91 @@ namespace Barotrauma
public static Vector2 MouseSpeed
{
get
{
return MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y);
{
return GameMain.Instance.IsActive ? MousePosition - new Vector2(oldMouseState.X, oldMouseState.Y) : Vector2.Zero;
}
}
public static KeyboardState GetKeyboardState
{
get { return keyboardState; }
}
public static KeyboardState GetKeyboardState
{
get { return keyboardState; }
}
public static KeyboardState GetOldKeyboardState
{
get { return oldKeyboardState; }
}
public static KeyboardState GetOldKeyboardState
{
get { return oldKeyboardState; }
}
public static int ScrollWheelSpeed
{
get { return mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue; }
get { return GameMain.Instance.IsActive ? mouseState.ScrollWheelValue - oldMouseState.ScrollWheelValue : 0; }
}
public static bool LeftButtonDown()
{
return mouseState.LeftButton == ButtonState.Pressed;
return GameMain.Instance.IsActive && mouseState.LeftButton == ButtonState.Pressed;
}
public static bool LeftButtonReleased()
{
return GameMain.Instance.IsActive && mouseState.LeftButton == ButtonState.Released;
}
public static bool LeftButtonClicked()
{
return (oldMouseState.LeftButton == ButtonState.Pressed
return (GameMain.Instance.IsActive &&
oldMouseState.LeftButton == ButtonState.Pressed
&& mouseState.LeftButton == ButtonState.Released);
}
public static bool RightButtonDown()
{
return mouseState.RightButton == ButtonState.Pressed;
return GameMain.Instance.IsActive && mouseState.RightButton == ButtonState.Pressed;
}
public static bool RightButtonClicked()
{
return (oldMouseState.RightButton == ButtonState.Pressed
return (GameMain.Instance.IsActive &&
oldMouseState.RightButton == ButtonState.Pressed
&& mouseState.RightButton == ButtonState.Released);
}
public static bool DoubleClicked()
{
return doubleClicked;
return GameMain.Instance.IsActive && doubleClicked;
}
public static bool KeyHit(InputType inputType)
{
return GameMain.Config.KeyBind(inputType).IsHit();
return GameMain.Instance.IsActive && GameMain.Config.KeyBind(inputType).IsHit();
}
public static bool KeyDown(InputType inputType)
{
return GameMain.Config.KeyBind(inputType).IsDown();
return GameMain.Instance.IsActive && GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyUp(InputType inputType)
{
return GameMain.Instance.IsActive && !GameMain.Config.KeyBind(inputType).IsDown();
}
public static bool KeyHit(Keys button)
{
return (oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
return (GameMain.Instance.IsActive && oldKeyboardState.IsKeyDown(button) && keyboardState.IsKeyUp(button));
}
public static bool KeyDown(Keys button)
{
return (keyboardState.IsKeyDown(button));
return (GameMain.Instance.IsActive && keyboardState.IsKeyDown(button));
}
public static bool KeyUp(Keys button)
{
return GameMain.Instance.IsActive && keyboardState.IsKeyUp(button);
}
public static void Update(double deltaTime)
{
timeSinceClick += deltaTime;