ClassiCube/ClassicalSharp/2D/Screens/Inventory/InventoryScreen.Input.cs

93 lines
2.9 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using OpenTK.Input;
namespace ClassicalSharp.Gui {
public partial class InventoryScreen : Screen {
public override bool HandlesAllInput { get { return true; } }
public override bool HandlesMouseMove( int mouseX, int mouseY ) {
if( draggingMouse ) {
mouseY -= TableY;
scrollY = (int)((mouseY - mouseOffset) / ScrollbarScale);
ClampScrollY();
return true;
}
selIndex = -1;
if( Contains( startX, startY, blocksPerRow * blockSize,
maxRows * blockSize, mouseX, mouseY ) ) {
for( int i = 0; i < blocksTable.Length; i++ ) {
int x, y;
GetCoords( i, out x, out y );
if( Contains( x, y, blockSize, blockSize, mouseX, mouseY ) ) {
selIndex = i;
break;
}
}
}
RecreateBlockInfoTexture();
return true;
}
public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
if( draggingMouse || game.hudScreen.hotbar.HandlesMouseClick( mouseX, mouseY, button ) )
return true;
if( button == MouseButton.Left && mouseX >= TableX - scrollbarWidth && mouseX < TableX ) {
ScrollbarClick( mouseY );
} else if( button == MouseButton.Left ) {
if( selIndex != -1 )
game.Inventory.HeldBlock = blocksTable[selIndex];
else if( Contains( TableX, TableY, TableWidth, TableHeight, mouseX, mouseY ) )
return true;
bool hotbar = game.IsKeyDown( Key.AltLeft ) || game.IsKeyDown( Key.AltRight );
if( !hotbar )
game.SetNewScreen( null );
}
return true;
}
public override bool HandlesKeyDown( Key key ) {
if( key == game.Mapping( KeyBind.PauseOrExit ) ||
key == game.Mapping( KeyBind.Inventory ) ) {
game.SetNewScreen( null );
} else if( key == Key.Enter && selIndex != -1 ) {
game.Inventory.HeldBlock = blocksTable[selIndex];
game.SetNewScreen( null );
} else if( (key == Key.Left || key == Key.Keypad4) && selIndex != -1 ) {
ArrowKeyMove( -1 );
} else if( (key == Key.Right || key == Key.Keypad6) && selIndex != -1 ) {
ArrowKeyMove( 1 );
} else if( (key == Key.Up || key == Key.Keypad8) && selIndex != -1 ) {
ArrowKeyMove( -blocksPerRow );
} else if( (key == Key.Down || key == Key.Keypad2) && selIndex != -1 ) {
ArrowKeyMove( blocksPerRow );
} else if( key >= Key.Number1 && key <= Key.Number9 ) {
game.Inventory.HeldBlockIndex = (int)key - (int)Key.Number1;
}
return true;
}
void ArrowKeyMove( int delta ) {
int startIndex = selIndex;
selIndex += delta;
if( selIndex < 0 )
selIndex -= delta;
if( selIndex >= blocksTable.Length )
selIndex -= delta;
int scrollDelta = (selIndex / blocksPerRow) - (startIndex / blocksPerRow);
scrollY += scrollDelta;
ClampScrollY();
RecreateBlockInfoTexture();
MoveCursorToSelected();
}
}
}