GlueView.EditorLogic.Activity C# (CSharp) Method

Activity() public static method

public static Activity ( ) : void
return void
        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();
           
        }
        

Usage Example

示例#1
0
        /// <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);
        }