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Adding mouse code to monogame visual studio
Adding mouse code to monogame visual studio





adding mouse code to monogame visual studio

Likewise when the tab is activated again, Activated is fired. When a WpfGame is hosted inside a tab and the tab is changed, the WpfGame instance is not unloaded. The WpfGame does not unload in these cases. when switching to another tab) and fully reloads the tab when switching back. It is perfectly possible to use the WpfGame controls inside TabControls.īy default, WPF fully unloads any tab that is deactivated (e.g. The reason for this behaviour that the interop sample cannot use the backbuffer (null) and instead needs to use its own rendertarget to interop with WPF. _spriteBatch.Draw(this.rendertarget, Vector2.Zero, Color.White) GraphicsDevice.Clear(Color.CornflowerBlue) these draw calls will now render onto backbuffer GraphicsDevice.SetRenderTarget(wpfRenderTarget)

adding mouse code to monogame visual studio

this will ensure that the output will end up visible to the user instead of setting null, set it back to the wpf rendertarget _spriteBatch.Draw(_texture, Vector2.Zero, Color.White) GraphicsDevice.SetRenderTarget(_rendertarget) Var wpfRenderTarget = (RenderTarget2D)GraphicsDevice.GetRenderTargets().RenderTarget get and cache the wpf rendertarget (there is always a default rendertarget) In a normal monogame the rendertarget would be used like this: Rendertargets work slightly different in this WPF interop. user holds and drags the mouse outside the window, then releases it -> game will still think the mouse is down until the window receives focus again) RenderTargets The downside is that mouse events outside the game window are no longer registered (e.g. textboxes on top of the game) will ever receive focus.Īlternatively this can be toggled off via CaptureMouseWithin property of WpfMouse and then allows focus on overlayed controls. The downside is that no overlayed controls (e.g. user holds and drags the mouse outside the window, then releases it -> game will still receive mouse up event). This allows capture of mouse events outside the game (e.g. This can be disabled via the FocusOnMouseOver property of WpfGame Mouse captureīy default the game captures the mouse.

  • WpfGameComponent and WpfDrawableGameComponent as a replacement for the original ones which required a reference to a Game instanceīy default the game takes focus on mouse (h)over.
  • WpfGraphicsDeviceService as an implementation of IGraphicsDeviceService and IGraphicsDeviceManager (required by the content manager).
  • When multiple WpfGame instances are spawned, only one will receive input at any time
  • WpfMouse and WpfKeyboard provide input per host instance.
  • It is possible to lower the framerate via TargetElapsedTime) Note that due to WPF limitations the WpfGame will always run at a maximum 60 FPS in fixed step (Update and Draw are always called, no Updates are skipped).
  • WpfGame as a replacement for Game class.
  • ) so they had to be reimplemented.Īs a convention, all re-implemented classes will have the prefix Wpf: Some of the Monogame classes are incompatible with WPF (Game always spawns its own window, Mouse doesn't care which control has focus. Protected override void Draw( GameTime time)

    ADDING MOUSE CODE TO MONOGAME VISUAL STUDIO UPDATE

    every update we can now query the keyboard & mouse for our WpfGame var mouseState = _mouse. Protected override void Update( GameTime time) must be called after the WpfGraphicsDeviceService instance was created base.

    adding mouse code to monogame visual studio

    wpf and keyboard need reference to the host control in order to receive input // this means every WpfGame control will have it's own keyboard & mouse manager which will only react if the mouse is in the control _keyboard = new WpfKeyboard( this) required by Content loading and rendering (will add itself to the Services) // note that MonoGame requires this to be initialized in the constructor, while WpfInterop requires it to // be called inside Initialize (before base.Initialize()) _graphicsDeviceManager = new WpfGraphicsDeviceService( this) IGraphicsDeviceService _graphicsDeviceManager







    Adding mouse code to monogame visual studio