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https://github.com/borgesdan/xn65
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Correções em Mouse
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796bceb034
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@ -5,11 +5,11 @@
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namespace xna {
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struct IMouseState {
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ButtonState LeftButton{ 0 };
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ButtonState RightButton{ 0 };
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ButtonState MiddleButton{ 0 };
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ButtonState XButton1{ 0 };
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ButtonState XButton2{ 0 };
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ButtonState LeftButton{ ButtonState::Released };
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ButtonState RightButton{ ButtonState::Released };
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ButtonState MiddleButton{ ButtonState::Released };
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ButtonState XButton1{ ButtonState::Released };
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ButtonState XButton2{ ButtonState::Released };
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int X{ 0 };
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int Y{ 0 };
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int ScroolWheelValue{ 0 };
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@ -10,14 +10,14 @@ namespace xna {
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constexpr MouseState(DirectX::Mouse::State const& dxMouseState) {
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LeftButton = static_cast<ButtonState>(dxMouseState.leftButton);
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RightButton = static_cast<ButtonState>(dxMouseState.leftButton);
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MiddleButton = static_cast<ButtonState>(dxMouseState.leftButton);
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XButton1 = static_cast<ButtonState>(dxMouseState.leftButton);
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XButton2 = static_cast<ButtonState>(dxMouseState.leftButton);
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RightButton = static_cast<ButtonState>(dxMouseState.rightButton);
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MiddleButton = static_cast<ButtonState>(dxMouseState.middleButton);
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XButton1 = static_cast<ButtonState>(dxMouseState.xButton1);
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XButton2 = static_cast<ButtonState>(dxMouseState.xButton2);
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X = dxMouseState.x;
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Y = dxMouseState.y;
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ScroolWheelValue = dxMouseState.scrollWheelValue;
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}
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}
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};
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struct Mouse : public IMouse {
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@ -36,7 +36,7 @@ public:
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void Update(GameTime const& gameTime) override {
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const auto state = Keyboard::GetState();
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const auto state = Keyboard::GetState();
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if (state.IsKeyDown(Keys::Right)) {
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position.X += 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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@ -49,12 +49,13 @@ public:
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}
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if (state.IsKeyDown(Keys::Down)) {
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position.Y += 1 * gameTime.ElapsedGameTime.TotalMilliseconds();
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}
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}
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oldState = currentState;
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const auto currentState = Mouse::GetState();
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currentState = Mouse::GetState();
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if (currentState.LeftButton == ButtonState::Pressed && oldState.LeftButton == ButtonState::Released) {
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if (currentState.LeftButton == ButtonState::Pressed && oldState.LeftButton == ButtonState::Released) {
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points.push_back(Vector2(currentState.X, currentState.Y));
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}
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@ -81,8 +82,8 @@ private:
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PTexture2D texture = nullptr;
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Vector2 position{};
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std::vector<Vector2> points;
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MouseState currentState;
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MouseState oldState;
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MouseState currentState{};
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MouseState oldState{};
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float vel = 1;
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};
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