C# - Monogame.Forms:关于获取鼠标坐标的问题

问题描述 投票:2回答:1

移动相机时,我在控制器上获得正确的鼠标位置时遇到问题。控制器宽度为800px,高度为600px。

让我们只看一下绘图方法:在这里,我唯一要做的就是从屏幕中心到鼠标位置画一条线。问题是当相机移动时,结果与相机位于x:0,y:0时的结果不同。

protected override void Draw()
{
    GraphicsDevice.Clear(new Color(50, 50, 50));
    SpriteBatch.Begin(SpriteSortMode.Deferred,BlendState.AlphaBlend, null, null, null, null,
        Camera.GetTransformationMatrix());

    Map.Draw(SpriteBatch);
    //SelectionTool.Draw(SpriteBatch);

    if (isPanning)
    {
        var point = PointToClient(MousePosition);
        Vector2 mousePosition = new Vector2(point.X, point.Y);
        Console.WriteLine(mousePosition);

        DrawLine(SpriteBatch, Camera.CenterScreen, mousePosition, Color.White);
    }

    SpriteBatch.End();
}

所以,我使用Camera.GetTransformationMatrix()绘制控件:

public Matrix GetTransformationMatrix()
{
     return Matrix.CreateScale(new Vector3(1, 1, 0)) *
         Matrix.CreateTranslation(new Vector3(-View.X, -View.Y, 0));
}

为了移动相机,我申请:

public void Move(Vector2 distance)
{
    View.X += (int)(distance.X * panSpeed);
    View.Y += (int)(distance.Y * panSpeed);
}

画线法:

public void DrawLine(SpriteBatch spriteBatch, Vector2 from, Vector2 to, Color color, int width = 1)
{
    Rectangle rect = new Rectangle((int)from.X, (int)from.Y, (int)(to - from).Length() + width, width);
    Vector2 vector = Vector2.Normalize(from - to);
    float angle = (float)Math.Acos(Vector2.Dot(vector, -Vector2.UnitX));
    Vector2 origin = Vector2.Zero;

    if (from.Y > to.Y)
         angle = MathHelper.TwoPi - angle;

    SpriteBatch.Draw(lineTexture, rect, null, color, angle, origin, SpriteEffects.None, 0);
}

结果:

Camera hasn't moved Camera has moved to the right

我试图反转矩阵以及使用PointToClientPointToScreen但没有成功。

c# forms winforms monogame mouse-position
1个回答
0
投票

过了一段时间后我终于根据这篇文章开始工作了(qazxsw poi)所有我不得不做的就是将相机位置添加到鼠标位置:(Camera.cs)

https://gamedev.stackexchange.com/questions/85836/how-do-i-get-the-mouse-coordinates-relative-to-my-whole-scene-with-monogame

然后...(绘制方法)

public Vector2 GetMouse(Vector2 mouse) 
{
    Vector2 outVect = new Vector2(Position.X + mouse.X, Position.Y + mouse.Y);

    return outVect;
}
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