Color: Fixed a small issue with FromNonPremultiplied method
Mouse: the WindowHandle is set by the RenderSystem now after creating the render window Mouse: the cursor position is now obtained using win32 to get nice relative client window coordinates Mouse: SetPosition handled using win32 now
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@ -439,7 +439,7 @@ namespace ANX.Framework.TestCenter.Strukturen
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}
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[Test]
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public void FromNonPremultipliedIntStatic2(float r, float g, float b, float a)
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public void FromNonPremultipliedIntStatic2()
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{
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XNAColor xna = XNAColor.FromNonPremultiplied(512, 512, 512, 512);
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ANXColor anx = ANXColor.FromNonPremultiplied(512, 512, 512, 512);
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@ -5,6 +5,7 @@ using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using ANX.Framework.Windows.DX10;
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using ANX.Framework.Input;
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#endregion // Using Statements
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@ -69,7 +70,7 @@ namespace ANX.Framework
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this.game = game;
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//this.LockThreadToProcessor();
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this.gameWindow = new WindowsGameWindow();
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//Mouse.WindowHandle = this.gameWindow.Handle;
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Mouse.WindowHandle = this.gameWindow.Handle;
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//TouchPanel.WindowHandle = this.gameWindow.Handle;
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//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
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this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
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@ -858,6 +858,10 @@ namespace ANX.Framework
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{
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Color color;
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r = r * a;
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g = g * a;
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b = b * a;
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if (((((r | g) | b) | a) & -256) != 0)
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{
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r = r < 0 ? 0 : (r > 255 ? 255 : r);
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@ -866,10 +870,6 @@ namespace ANX.Framework
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a = a < 0 ? 0 : (a > 255 ? 255 : a);
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}
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r = r * a;
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g = g * a;
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b = b * a;
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color.packedValue = (uint)(((r | g << 8) | b << 16) | a << 24);
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return color;
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@ -1,29 +1,85 @@
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using System;
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#region Using Statements
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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 ANX.Framework.NonXNA;
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using ANX.Framework.Input;
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using SharpDX.DirectInput;
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using MouseX = SharpDX.DirectInput.Mouse;
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using System.Runtime.InteropServices;
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using ANX.Framework;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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using MouseX = SharpDX.DirectInput.Mouse;
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namespace ANX.InputSystem.Windows.XInput
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{
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class Mouse:IMouse
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{
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[DllImport("user32.dll")]
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static extern bool GetCursorPos(ref Point lpPoint);
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[DllImport("user32.dll")]
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static extern void SetCursorPos(int x, int y);
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[DllImport("user32.dll")]
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static extern bool ScreenToClient(IntPtr hWnd, ref Point lpPoint);
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private DirectInput directInput;
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private MouseX mouse;
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public IntPtr WindowHandle
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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get;
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set;
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}
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public Mouse()
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@ -37,6 +93,16 @@ namespace ANX.InputSystem.Windows.XInput
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public ANX.Framework.Input.MouseState GetState()
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{
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var state = this.mouse.GetCurrentState();
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Point cursorPos = new Point();
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GetCursorPos(ref cursorPos);
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if (WindowHandle != IntPtr.Zero)
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{
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ScreenToClient(WindowHandle, ref cursorPos);
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}
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state.X = cursorPos.X;
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state.Y = cursorPos.Y;
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ButtonState left = new ButtonState();
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ButtonState middle = new ButtonState();
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ButtonState right = new ButtonState();
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@ -52,7 +118,13 @@ namespace ANX.InputSystem.Windows.XInput
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public void SetPosition(int x, int y)
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{
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throw new NotImplementedException();
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Point currentPosition = new Point(x, y);
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GetCursorPos(ref currentPosition);
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if (WindowHandle != IntPtr.Zero)
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{
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ScreenToClient(WindowHandle, ref currentPosition;
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}
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SetCursorPos(currentPosition.X, currentPosition.Y);
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}
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}
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}
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