| ␊ |
| ␉␉#region Internal Variables␊ |
| ␊ |
| ␉␉internal static int INTERNAL_WindowWidth = 800;␊ |
| ␉␉internal static int INTERNAL_WindowHeight = 600;␊ |
| ␉␉internal static int INTERNAL_WindowWidth = GraphicsDeviceManager.DefaultBackBufferWidth;␊ |
| ␉␉internal static int INTERNAL_WindowHeight = GraphicsDeviceManager.DefaultBackBufferHeight;␊ |
| ␉␉internal static int INTERNAL_BackBufferWidth = GraphicsDeviceManager.DefaultBackBufferWidth;␊ |
| ␉␉internal static int INTERNAL_BackBufferHeight = GraphicsDeviceManager.DefaultBackBufferHeight;␊ |
| ␊ |
| ␉␉internal static int INTERNAL_MouseWheel = 0;␊ |
| ␊ |
|
| ␉␉␉else␊ |
| ␉␉␉{␊ |
| ␉␉␉␉// Scale the mouse coordinates for the faux-backbuffer␊ |
| ␉␉␉␉x = (int) ((double) x * Game.Instance.GraphicsDevice.GLDevice.Backbuffer.Width / INTERNAL_WindowWidth);␊ |
| ␉␉␉␉y = (int) ((double) y * Game.Instance.GraphicsDevice.GLDevice.Backbuffer.Height / INTERNAL_WindowHeight);␊ |
| ␉␉␉␉x = (int) ((double) x * INTERNAL_BackBufferWidth / INTERNAL_WindowWidth);␊ |
| ␉␉␉␉y = (int) ((double) y * INTERNAL_BackBufferHeight / INTERNAL_WindowHeight);␊ |
| ␉␉␉}␊ |
| ␊ |
| ␉␉␉return new MouseState(␊ |
|
| ␉␉␉INTERNAL_warpY = y;␊ |
| ␊ |
| ␉␉␉// Scale the mouse coordinates for the faux-backbuffer␊ |
| ␉␉␉x = (int) ((double) x * INTERNAL_WindowWidth / Game.Instance.GraphicsDevice.GLDevice.Backbuffer.Width);␊ |
| ␉␉␉y = (int) ((double) y * INTERNAL_WindowHeight / Game.Instance.GraphicsDevice.GLDevice.Backbuffer.Height);␊ |
| ␉␉␉x = (int) ((double) x * INTERNAL_WindowWidth / INTERNAL_BackBufferWidth);␊ |
| ␉␉␉y = (int) ((double) y * INTERNAL_WindowHeight / INTERNAL_BackBufferHeight);␊ |
| ␊ |
| ␉␉␉FNAPlatform.SetMousePosition(WindowHandle, x, y);␊ |
| ␉␉␉INTERNAL_IsWarped = true;␊ |