Renamed MouseControl to MouseInput
This commit is contained in:
+119
-119
@@ -1,119 +1,119 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Camera camera;
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MouseControl mouse;
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Soldier soldier;
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public Core()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 1280;
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graphics.PreferredBackBufferHeight = 720;
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graphics.IsFullScreen = false;
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this.IsMouseVisible = true;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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camera = new Camera(this);
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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soldier = new Soldier(this);
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mouse = new MouseControl(this);
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mouse.LoadContent();
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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camera.Update(gameTime);
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mouse.Update(gameTime);
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// TODO: Add your update logic here
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soldier.Update(gameTime);
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
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// TODO: Foreach etc...
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Component.SpriteRenderer rc = soldier.GetComponent<Component.SpriteRenderer>();
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if (rc != null)
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rc.Draw(spriteBatch);
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mouse.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.GamerServices;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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/// <summary>
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/// This is the main type for your game
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Camera camera;
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MouseInput mouse;
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Soldier soldier;
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public Core()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 1280;
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graphics.PreferredBackBufferHeight = 720;
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graphics.IsFullScreen = false;
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this.IsMouseVisible = true;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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camera = new Camera(this);
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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soldier = new Soldier(this);
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mouse = new MouseInput(this);
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mouse.LoadContent();
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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camera.Update(gameTime);
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mouse.Update(gameTime);
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// TODO: Add your update logic here
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soldier.Update(gameTime);
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
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// TODO: Foreach etc...
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Component.SpriteRenderer rc = soldier.GetComponent<Component.SpriteRenderer>();
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if (rc != null)
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rc.Draw(spriteBatch);
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mouse.Draw(spriteBatch);
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spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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@@ -1,63 +1,63 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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class MouseControl
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{
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Core core;
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MouseState lastMouseState;
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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public MouseControl(Core core)
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{
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this.core = core;
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selectionRectangle = Rectangle.Empty;
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}
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public void LoadContent()
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{
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selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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selectionTexture.SetData(new Color[] { Color.White });
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}
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public void Update(GameTime gameTime)
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{
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MouseState ms = Mouse.GetState();
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if (ms.LeftButton == ButtonState.Pressed)
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{
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if (selectionRectangle == Rectangle.Empty)
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{
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selectionRectangle = new Rectangle(ms.X + (int)core.camera.Position.X, ms.Y + (int)core.camera.Position.Y, 0, 0);
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}
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else
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{
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selectionRectangle.Width = ms.X - selectionRectangle.X + (int)core.camera.Position.X;
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selectionRectangle.Height = ms.Y - selectionRectangle.Y + (int)core.camera.Position.Y;
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}
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}
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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{
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selectionRectangle = Rectangle.Empty;
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}
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lastMouseState = ms;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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class MouseInput
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{
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Core core;
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MouseState lastMouseState;
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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public MouseInput(Core core)
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{
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this.core = core;
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selectionRectangle = Rectangle.Empty;
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}
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public void LoadContent()
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{
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selectionTexture = new Texture2D(core.GraphicsDevice, 1, 1);
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selectionTexture.SetData(new Color[] { Color.White });
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}
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public void Update(GameTime gameTime)
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{
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MouseState ms = Mouse.GetState();
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if (ms.LeftButton == ButtonState.Pressed)
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{
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if (selectionRectangle == Rectangle.Empty)
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{
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selectionRectangle = new Rectangle(ms.X + (int)core.camera.Position.X, ms.Y + (int)core.camera.Position.Y, 0, 0);
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}
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else
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{
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selectionRectangle.Width = ms.X - selectionRectangle.X + (int)core.camera.Position.X;
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selectionRectangle.Height = ms.Y - selectionRectangle.Y + (int)core.camera.Position.Y;
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}
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}
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if (ms.LeftButton == ButtonState.Released && selectionRectangle != Rectangle.Empty)
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{
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selectionRectangle = Rectangle.Empty;
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}
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lastMouseState = ms;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
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}
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}
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}
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