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C# MouseEventArgs.GetButton方法代码示例

本文整理汇总了C#中MouseEventArgs.GetButton方法的典型用法代码示例。如果您正苦于以下问题:C# MouseEventArgs.GetButton方法的具体用法?C# MouseEventArgs.GetButton怎么用?C# MouseEventArgs.GetButton使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MouseEventArgs的用法示例。


在下文中一共展示了MouseEventArgs.GetButton方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: MouseUp

 internal void MouseUp(MouseEventArgs args)
 {
     if (args.GetButton() == MouseButtonEnum.Left) { mouseLeft = false; }
     if (args.GetButton() == MouseButtonEnum.Middle) { mouseMiddle = false; }
     if (args.GetButton() == MouseButtonEnum.Right) { mouseRight = false; }
     if (args.GetButton() == MouseButtonEnum.Left)
     {
         mouseleftdeclick = true;
     }
     if (args.GetButton() == MouseButtonEnum.Right)
     {
         mouserightdeclick = true;
     }
     for (int i = 0; i < clientmodsCount; i++)
     {
         if (clientmods[i] == null) { continue; }
         clientmods[i].OnMouseUp(this, args);
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:19,代码来源:Game.ci.cs

示例2: OnMouseDown

    public override void OnMouseDown(Game game_, MouseEventArgs args)
    {
        if (game.guistate != GuiState.Inventory)
        {
            return;
        }
        PointRef scaledMouse = PointRef.Create(args.GetX(), args.GetY());

        //material selector
        if (SelectedMaterialSelectorSlot(scaledMouse) != null)
        {
            //int oldActiveMaterial = ActiveMaterial.ActiveMaterial;
            game.ActiveMaterial = SelectedMaterialSelectorSlot(scaledMouse).value;
            //if (oldActiveMaterial == ActiveMaterial.ActiveMaterial)
            {
                Packet_InventoryPosition p = new Packet_InventoryPosition();
                p.Type = Packet_InventoryPositionTypeEnum.MaterialSelector;
                p.MaterialId = game.ActiveMaterial;
                controller.InventoryClick(p);
            }
            args.SetHandled(true);
            return;
        }

        if (game.guistate != GuiState.Inventory)
        {
            return;
        }

        //main inventory
        PointRef cellInPage = SelectedCell(scaledMouse);
        //grab from inventory
        if (cellInPage != null)
        {
            if (args.GetButton() == MouseButtonEnum.Left)
            {
                Packet_InventoryPosition p = new Packet_InventoryPosition();
                p.Type = Packet_InventoryPositionTypeEnum.MainArea;
                p.AreaX = cellInPage.X;
                p.AreaY = cellInPage.Y + ScrollLine;
                controller.InventoryClick(p);
                args.SetHandled(true);
                return;
            }
            else
            {
                {
                    Packet_InventoryPosition p = new Packet_InventoryPosition();
                    p.Type = Packet_InventoryPositionTypeEnum.MainArea;
                    p.AreaX = cellInPage.X;
                    p.AreaY = cellInPage.Y + ScrollLine;
                    controller.InventoryClick(p);
                }
                {
                    Packet_InventoryPosition p = new Packet_InventoryPosition();
                    p.Type = Packet_InventoryPositionTypeEnum.WearPlace;
                    p.WearPlace = WearPlace_.RightHand;
                    p.ActiveMaterial = game.ActiveMaterial;
                    controller.InventoryClick(p);
                }
                {
                    Packet_InventoryPosition p = new Packet_InventoryPosition();
                    p.Type = Packet_InventoryPositionTypeEnum.MainArea;
                    p.AreaX = cellInPage.X;
                    p.AreaY = cellInPage.Y + ScrollLine;
                    controller.InventoryClick(p);
                }
            }
            if (game.guistate == GuiState.Inventory)
            {
                args.SetHandled(true);
                return;
            }
        }
        // //drop items on ground
        //if (scaledMouse.X < CellsStartX() && scaledMouse.Y < MaterialSelectorStartY())
        //{
        //    int posx = game.SelectedBlockPositionX;
        //    int posy = game.SelectedBlockPositionY;
        //    int posz = game.SelectedBlockPositionZ;
        //    Packet_InventoryPosition p = new Packet_InventoryPosition();
        //    {
        //        p.Type = Packet_InventoryPositionTypeEnum.Ground;
        //        p.GroundPositionX = posx;
        //        p.GroundPositionY = posy;
        //        p.GroundPositionZ = posz;
        //    }
        //    controller.InventoryClick(p);
        //}
        if (SelectedWearPlace(scaledMouse) != null)
        {
            Packet_InventoryPosition p = new Packet_InventoryPosition();
            p.Type = Packet_InventoryPositionTypeEnum.WearPlace;
            p.WearPlace = (SelectedWearPlace(scaledMouse).value);
            p.ActiveMaterial = game.ActiveMaterial;
            controller.InventoryClick(p);
            args.SetHandled(true);
            return;
        }
        if (scaledMouse.X >= ScrollUpButtonX() && scaledMouse.X < ScrollUpButtonX() + ScrollButtonSize()
//.........这里部分代码省略.........
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:101,代码来源:GuiInventory.ci.cs

示例3: MouseDown

 internal void MouseDown(MouseEventArgs args)
 {
     if (args.GetButton() == MouseButtonEnum.Left) { mouseLeft = true; }
     if (args.GetButton() == MouseButtonEnum.Middle) { mouseMiddle = true; }
     if (args.GetButton() == MouseButtonEnum.Right) { mouseRight = true; }
     if (args.GetButton() == MouseButtonEnum.Left)
     {
         mouseleftclick = true;
     }
     if (args.GetButton() == MouseButtonEnum.Right)
     {
         mouserightclick = true;
     }
     for (int i = 0; i < clientmodsCount; i++)
     {
         if (clientmods[i] == null) { continue; }
         clientmods[i].OnMouseDown(this, args);
     }
     if (mousePointerLockShouldBe)
     {
         platform.RequestMousePointerLock();
         mouseDeltaX = 0;
         mouseDeltaY = 0;
     }
     InvalidVersionAllow();
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:26,代码来源:Game.ci.cs


注:本文中的MouseEventArgs.GetButton方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。