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using Microsoft.Xna.Framework;
namespace StardewModdingAPI.Framework
{
/// <summary>Defines a position on a given map at different reference points.</summary>
internal class CursorPosition : ICursorPosition
{
/*********
** Accessors
*********/
/// <summary>The raw pixel position, not adjusted for the game zoom.</summary>
public Vector2 RawPixels { get; }
/// <summary>The pixel position relative to the top-left corner of the visible screen.</summary>
public Vector2 ScreenPixels { get; }
/// <summary>The tile position under the cursor relative to the top-left corner of the map.</summary>
public Vector2 Tile { get; }
/// <summary>The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than <see cref="Tile"/> if that's too far from the player.</summary>
public Vector2 GrabTile { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="rawPixels">The raw pixel position, not adjusted for the game zoom.</param>
/// <param name="screenPixels">The pixel position relative to the top-left corner of the visible screen.</param>
/// <param name="tile">The tile position relative to the top-left corner of the map.</param>
/// <param name="grabTile">The tile position that the game considers under the cursor for purposes of clicking actions.</param>
public CursorPosition(Vector2 rawPixels, Vector2 screenPixels, Vector2 tile, Vector2 grabTile)
{
this.RawPixels = rawPixels;
this.ScreenPixels = screenPixels;
this.Tile = tile;
this.GrabTile = grabTile;
}
}
}
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