␊ |
␉␉#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;␊ |