using System.Collections.Generic; using SDL2; namespace MoonWorks.Input { public class Mouse { public Button LeftButton { get; } = new Button(); public Button MiddleButton { get; } = new Button(); public Button RightButton { get; } = new Button(); public int X { get; private set; } public int Y { get; private set; } public int DeltaX { get; private set; } public int DeltaY { get; private set; } public int Wheel { get; internal set; } private bool relativeMode; public bool RelativeMode { get => relativeMode; set { relativeMode = value; SDL.SDL_SetRelativeMouseMode( relativeMode ? SDL.SDL_bool.SDL_TRUE : SDL.SDL_bool.SDL_FALSE ); } } private readonly Dictionary CodeToButton; public Mouse() { CodeToButton = new Dictionary { { MouseButtonCode.Left, LeftButton }, { MouseButtonCode.Right, RightButton }, { MouseButtonCode.Middle, MiddleButton } }; } internal void Update() { var buttonMask = SDL.SDL_GetMouseState(out var x, out var y); var _ = SDL.SDL_GetRelativeMouseState(out var deltaX, out var deltaY); X = x; Y = y; DeltaX = deltaX; DeltaY = deltaY; LeftButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_LMASK)); MiddleButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_MMASK)); RightButton.Update(IsPressed(buttonMask, SDL.SDL_BUTTON_RMASK)); } public ButtonState ButtonState(MouseButtonCode buttonCode) { return CodeToButton[buttonCode].State; } private bool IsPressed(uint buttonMask, uint buttonFlag) { return (buttonMask & buttonFlag) != 0; } } }