using System; using System.Collections.Generic; using System.IO; using System.Xml.Linq; using FarseerPhysics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Barotrauma { partial class ItemPrefab : MapEntityPrefab { public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam) { Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub); if (PlayerInput.RightButtonClicked()) { selected = null; return; } if (!resizeHorizontal && !resizeVertical) { sprite.Draw(spriteBatch, new Vector2(position.X + sprite.size.X / 2.0f, -position.Y + sprite.size.Y / 2.0f), SpriteColor); } else { Vector2 placeSize = size; if (placePosition == Vector2.Zero) { if (PlayerInput.LeftButtonHeld()) placePosition = position; } else { if (resizeHorizontal) placeSize.X = Math.Max(position.X - placePosition.X, size.X); if (resizeVertical) placeSize.Y = Math.Max(placePosition.Y - position.Y, size.Y); position = placePosition; } if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, SpriteColor); } //if (PlayerInput.GetMouseState.RightButton == ButtonState.Pressed) selected = null; } } }