public static void Activity()
{
if (FlickeringOn)
{
SpriteManager.ShuffleInternalLists();
TextManager.ShuffleInternalLists();
}
EditorObjects.CameraMethods.MouseCameraControl(SpriteManager.Camera);
// This causes more problems that is worth
//EditorObjects.CameraMethods.KeyboardCameraControl(SpriteManager.Camera);
Cursor cursor = GuiManager.Cursor;
if (cursor.PrimaryPush)
{
PluginManager.ReactToCursorPush();
}
if(cursor.ScreenXChange != 0 || cursor.ScreenYChange != 0)
{
PluginManager.ReactToCursorMove();
if (cursor.PrimaryDown)
{
PluginManager.ReactToCursorDrag();
}
}
if (cursor.PrimaryClick)
{
PluginManager.ReactToCursorClick();
}
if (cursor.SecondaryClick)
{
PluginManager.ReactToCursorRightClick();
}
if (cursor.ZVelocity != 0)
{
PluginManager.ReactToCursorMiddleScroll();
}
if (FlatRedBall.Input.InputManager.Keyboard.KeyPushed(Microsoft.Xna.Framework.Input.Keys.Space))
{
}
PluginManager.ReactToUpdate();
}
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { FlatRedBallServices.Update(gameTime); // I don't think GView needs a ScreenManager activity does it? //Screens.ScreenManager.Activity(); EditorLogic.Activity(); GluxManager.Update(); base.Update(gameTime); }