Mouse.GetState()
メニュー選択に使用しようとしています。現在、メニューがある場所から左と上の領域にカーソルを合わせた場合にのみ強調表示されます。DrawString を使用してマウスの座標を表示したところ、0,0 ポイントがモニターの左上またはゲーム ウィンドウの左上にないことがわかりました。画面の左上から約 100,100 ピクセルの位置にありました。また、プログラムを実行するたびに 0,0 ポイントが移動します。
同じ問題を抱えていたが解決できなかった他の人を見ました。Mouse.WindowHandle = this.Window.Handle;
私は自分で使ってみましたInitialize()
が、何もしませんでした。モニターが 2 つあり、ゲームを強制的に全画面表示にすると、2 番目のモニターで開くので、無効にしましたが、問題は残ります。
ここに私のコードへのリンクがありますhttp://pastebin.com/PNaFADqp
ゲーム 1 クラス:
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont spriteFont;
public const int WINDOW_HEIGHT = 800;
public const int WINDOW_WIDTH = 600;
public int tree;
public TitleScreen titleScreen;
public SATDemo satDemo;
public SeparatingAxisTest separatingAxisTest;
public SATWithAABB sATWithAABB;
GameState currentState;
public static Dictionary<string, Texture2D> m_textureLibrary = new Dictionary<string, Texture2D>();
public static Dictionary<string, SpriteFont> m_fontLibrary = new Dictionary<string, SpriteFont>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = WINDOW_HEIGHT;
graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
}
protected override void Initialize()
{
Mouse.WindowHandle = this.Window.Handle;
//enable the mousepointer
IsMouseVisible = true;
currentState = GameState.TitleScreen;
//sets the windows mouse handle to client bounds handle
base.Initialize();
}
public void RequestSATDemo()
{
currentState = GameState.RequestSATDemo;
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
m_textureLibrary.Add("Pixel", Content.Load<Texture2D>("White_Pixel"));
m_fontLibrary.Add("Font", Content.Load<SpriteFont>("MotorwerkOblique"));
titleScreen = new TitleScreen();
satDemo = new SATDemo();
separatingAxisTest = new SeparatingAxisTest();
sATWithAABB = new SATWithAABB();
}
public void RequestSeparatingAxisTest()
{
currentState = GameState.SeparatingAxisTest;
}
public void RequestSATWithAABB()
{
currentState = GameState.SATWithAABB;
}
protected override void Update(GameTime gameTime)
{
MouseTestState = Mouse.GetState();
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Update(gameTime);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Update(gameTime);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Update(gameTime);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
spriteBatch.DrawString(m_fontLibrary["Font"], MouseTestState.ToString(), new Vector2(0, 0), Color.White);
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Draw(spriteBatch, spriteFont);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Draw(gameTime, spriteBatch);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Draw(gameTime, spriteBatch);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
TitleScreen クラス:
public class TitleScreen : Screen
{
List<Button> buttonList = new List<Button>();
public Menu mainMenu;
public TitleScreen()
{
mainMenu = new Menu(new Vector2(200, 100), buttonList, 0);
buttonList.Add(new PushButton("Separating Axis Test"));
buttonList.Add(new PushButton("SAT With AABB"));
buttonList.Add(new PushButton("Awesome"));
buttonList.Add(new PushButton("Awesomere"));
buttonList.Add(new PushButton("Awesomere"));
}
public override void Update(GameTime gametime)
{
mainMenu.Update(gametime);
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
mainMenu.Draw(sB, sF);
}
}
プッシュ ボタン クラス:
public class PushButton : Button
{
string m_text;
SpriteFont m_font;
Color m_static, m_onClick, m_onHover;
Texture2D m_sprite2D, m_onClick2D;
static public int Pbuttoncount;
//click processing
bool m_clickedInside = false,
m_releasedInside = false,
m_OnClicked = false,
selected = false;
Rectangle drawRectangle;
public PushButton(string Text)
{
m_text = Text;
drawRectangle = new Rectangle((int)Menu.m_position.X, (int)Menu.m_position.Y + (15 * Pbuttoncount), 200, 15);
ButtonRegion = new Rectangle((int)Position.X, (int)Position.Y, 200, 15);
Pbuttoncount++;
}
public PushButton(Rectangle ButtonRegion, SpriteFont Font, string Text, Color Static, Color OnClick, Color OnHover)
{
m_buttonRegion = ButtonRegion;
m_font = Font;
m_text = Text;
m_static = Static;
m_onClick = OnClick;
m_onHover = OnHover;
// drawRectangle = ButtonPosition(m_buttonRegion);
}
public PushButton(Rectangle ButtonRegion, Texture2D Sprite2D, Texture2D OnClick2D)
{
m_buttonRegion = ButtonRegion;
m_sprite2D = Sprite2D;
m_onClick2D = OnClick2D;
//drawRectangle = ButtonPosition(m_buttonRegion);
}
public override void Update(GameTime gameTime)
{
MouseState currentMouse = Mouse.GetState();
selected = MouseState(drawRectangle, currentMouse);
m_clickedInside = ClickInside(currentMouse, m_lastMouseState);
ReleaseInside(currentMouse, m_lastMouseState);
if (selected && m_clickedInside && m_releasedInside)
m_OnClicked = true;
else
m_OnClicked = false;
m_lastMouseState = currentMouse;
}
public override void Draw(SpriteBatch spriteBatch, SpriteFont spriteFont, int buttonCount, Vector2 Position)
{
spriteBatch.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)Position.X + 10, (int)(Position.Y + 15 * buttonCount), 180, 15), Color.Wheat);
if (selected)
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Orange);
else
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Black);
}
}
メニュークラス:
public class Menu
{
List<Button> m_buttonList;
float m_transparency;
public int n = 0;
public Rectangle buttonRegion, m_menuRegion, m_dimensions;
static public Vector2 m_position;
int m_WINDOW_HEIGHT = Game1.WINDOW_HEIGHT;
int m_WINDOW_WIDTH = Game1.WINDOW_WIDTH;
private Game1 m_managerClass;
public Menu(Vector2 Position, List<Button> ButtonList, float Transparency)
{
m_position = Position;
m_buttonList = ButtonList;
m_transparency = Transparency;
m_managerClass = new Game1();
}
public Rectangle MenuRegion
{
get { return m_menuRegion; }
set { m_menuRegion = value; }
}
static public Vector2 Position
{
get { return m_position; }
}
public void Update(GameTime gametime)
{
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Update(gametime);
if (m_buttonList[0].OnClicked)
{
SeperatingAxisTest();
}
}
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
sB.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)m_position.X - 5, (int)m_position.Y - 10, (m_buttonList[0].ButtonRegion.Width + 10), (m_buttonList[0].ButtonRegion.Height * m_buttonList.Count) + 20), Color.Blue);
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Draw(sB, sF, i, new Vector2(Position.X, Position.Y));
}
}
private void SeperatingAxisTest()
{
m_managerClass.RequestSeparatingAxisTest();
}
}
プログラムクラス:
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
他に何か必要な場合はお知らせください。私はまだ学んでおり、答えを求めてあなたに魂を売ります。