/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * eAdventure is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine.gameobjects.sceneelements.huds; import com.google.inject.Inject; import es.eucm.ead.engine.assets.AssetHandler; import es.eucm.ead.engine.factories.EventFactory; import es.eucm.ead.engine.factories.SceneElementFactory; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO; import es.eucm.ead.model.elements.huds.MouseHud; import es.eucm.ead.model.elements.operations.SystemFields; import es.eucm.ead.model.elements.scenes.SceneElement; public class MouseHudGO extends SceneGO { public static final float DIFF = 0.001f; private SceneElementGO mouse; private float currentX; private float currentY; @Inject public MouseHudGO(AssetHandler assetHandler, SceneElementFactory sceneElementFactory, Game game, EventFactory eventFactory) { super(assetHandler, sceneElementFactory, game, eventFactory); } public void setElement(SceneElement element) { super.setElement(element); mouse = sceneElementFactory.get(MouseHud.CURSOR_ID); } public void act(float delta) { super.act(delta); float newX = gameState.getValue(SystemFields.MOUSE_X, 0.0f); float newY = gameState.getValue(SystemFields.MOUSE_Y, 0.0f); if (Math.abs(newX - currentX) > DIFF) { mouse.setX(newX); currentX = newX; } if (Math.abs(newY - currentY) > DIFF) { mouse.setY(newY); currentY = newY; } } }