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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended.ViewportAdapters;
namespace MonoGame.Extended.Input.InputListeners
{
/// <summary>
/// Handles mouse input.
/// </summary>
/// <remarks>
/// Due to nature of the listener, even when game is not in focus, listener will continue to be updated.
/// To avoid that, manual pause of Update() method is required whenever game loses focus.
/// To avoid having to do it manually, register listener to <see cref="InputListenerComponent" />
/// </remarks>
public class MouseListener : InputListener
{
private MouseState _currentState;
private bool _dragging;
private GameTime _gameTime;
private bool _hasDoubleClicked;
private MouseEventArgs _mouseDownArgs;
private MouseEventArgs _previousClickArgs;
private MouseState _previousState;
public MouseListener()
: this(new MouseListenerSettings())
{
}
public MouseListener(ViewportAdapter viewportAdapter)
: this(new MouseListenerSettings())
{
ViewportAdapter = viewportAdapter;
}
public MouseListener(MouseListenerSettings settings)
{
ViewportAdapter = settings.ViewportAdapter;
DoubleClickMilliseconds = settings.DoubleClickMilliseconds;
DragThreshold = settings.DragThreshold;
}
public ViewportAdapter ViewportAdapter { get; }
public int DoubleClickMilliseconds { get; }
public int DragThreshold { get; }
/// <summary>
/// Returns true if the mouse has moved between the current and previous frames.
/// </summary>
/// <value><c>true</c> if the mouse has moved; otherwise, <c>false</c>.</value>
public bool HasMouseMoved => (_previousState.X != _currentState.X) || (_previousState.Y != _currentState.Y);
public event EventHandler<MouseEventArgs> MouseDown;
public event EventHandler<MouseEventArgs> MouseUp;
public event EventHandler<MouseEventArgs> MouseClicked;
public event EventHandler<MouseEventArgs> MouseDoubleClicked;
public event EventHandler<MouseEventArgs> MouseMoved;
public event EventHandler<MouseEventArgs> MouseWheelMoved;
public event EventHandler<MouseEventArgs> MouseDragStart;
public event EventHandler<MouseEventArgs> MouseDrag;
public event EventHandler<MouseEventArgs> MouseDragEnd;
private void CheckButtonPressed(Func<MouseState, ButtonState> getButtonState, MouseButton button)
{
if ((getButtonState(_currentState) == ButtonState.Pressed) &&
(getButtonState(_previousState) == ButtonState.Released))
{
var args = new MouseEventArgs(ViewportAdapter, _gameTime.TotalGameTime, _previousState, _currentState, button);
MouseDown?.Invoke(this, args);
_mouseDownArgs = args;
if (_previousClickArgs != null)
{
// If the last click was recent
var clickMilliseconds = (args.Time - _previousClickArgs.Time).TotalMilliseconds;
if (clickMilliseconds <= DoubleClickMilliseconds)
{
MouseDoubleClicked?.Invoke(this, args);
_hasDoubleClicked = true;
}
_previousClickArgs = null;
}
}
}
private void CheckButtonReleased(Func<MouseState, ButtonState> getButtonState, MouseButton button)
{
if ((getButtonState(_currentState) == ButtonState.Released) &&
(getButtonState(_previousState) == ButtonState.Pressed))
{
var args = new MouseEventArgs(ViewportAdapter, _gameTime.TotalGameTime, _previousState, _currentState, button);
if (_mouseDownArgs.Button == args.Button)
{
var clickMovement = DistanceBetween(args.Position, _mouseDownArgs.Position);
// If the mouse hasn't moved much between mouse down and mouse up
if (clickMovement < DragThreshold)
{
if (!_hasDoubleClicked)
MouseClicked?.Invoke(this, args);
}
else // If the mouse has moved between mouse down and mouse up
{
MouseDragEnd?.Invoke(this, args);
_dragging = false;
}
}
MouseUp?.Invoke(this, args);
_hasDoubleClicked = false;
_previousClickArgs = args;
}
}
private void CheckMouseDragged(Func<MouseState, ButtonState> getButtonState, MouseButton button)
{
if ((getButtonState(_currentState) == ButtonState.Pressed) &&
(getButtonState(_previousState) == ButtonState.Pressed))
{
var args = new MouseEventArgs(ViewportAdapter, _gameTime.TotalGameTime, _previousState, _currentState, button);
if (_mouseDownArgs.Button == args.Button)
{
if (_dragging)
MouseDrag?.Invoke(this, args);
else
{
// Only start to drag based on DragThreshold
var clickMovement = DistanceBetween(args.Position, _mouseDownArgs.Position);
if (clickMovement > DragThreshold)
{
_dragging = true;
MouseDragStart?.Invoke(this, args);
}
}
}
}
}
public override void Update(GameTime gameTime)
{
_gameTime = gameTime;
_currentState = Mouse.GetState();
CheckButtonPressed(s => s.LeftButton, MouseButton.Left);
CheckButtonPressed(s => s.MiddleButton, MouseButton.Middle);
CheckButtonPressed(s => s.RightButton, MouseButton.Right);
CheckButtonPressed(s => s.XButton1, MouseButton.XButton1);
CheckButtonPressed(s => s.XButton2, MouseButton.XButton2);
CheckButtonReleased(s => s.LeftButton, MouseButton.Left);
CheckButtonReleased(s => s.MiddleButton, MouseButton.Middle);
CheckButtonReleased(s => s.RightButton, MouseButton.Right);
CheckButtonReleased(s => s.XButton1, MouseButton.XButton1);
CheckButtonReleased(s => s.XButton2, MouseButton.XButton2);
// Check for any sort of mouse movement.
if (HasMouseMoved)
{
MouseMoved?.Invoke(this,
new MouseEventArgs(ViewportAdapter, gameTime.TotalGameTime, _previousState, _currentState));
CheckMouseDragged(s => s.LeftButton, MouseButton.Left);
CheckMouseDragged(s => s.MiddleButton, MouseButton.Middle);
CheckMouseDragged(s => s.RightButton, MouseButton.Right);
CheckMouseDragged(s => s.XButton1, MouseButton.XButton1);
CheckMouseDragged(s => s.XButton2, MouseButton.XButton2);
}
// Handle mouse wheel events.
if (_previousState.ScrollWheelValue != _currentState.ScrollWheelValue)
{
MouseWheelMoved?.Invoke(this,
new MouseEventArgs(ViewportAdapter, gameTime.TotalGameTime, _previousState, _currentState));
}
_previousState = _currentState;
}
private static int DistanceBetween(Point a, Point b)
{
return Math.Abs(a.X - b.X) + Math.Abs(a.Y - b.Y);
}
}
}
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