Game Development Reference
In-Depth Information
Gl.glDisable(Gl.GL_TEXTURE_2D);
Gl.glClearColor(1, 1, 1, 0);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
Gl.glPointSize(10.0f);
Gl.glBegin(Gl.GL_POINTS);
{
Gl.glColor3f(1, 0, 0);
Gl.glVertex2f(_input.Mouse.Position.X, _input.Mouse.Position.Y);
if (_input.Mouse.LeftPressed)
{
_leftToggle = !_leftToggle;
}
if (_input.Mouse.RightPressed)
{
_rightToggle = !_rightToggle;
}
if (_input.Mouse.MiddlePressed)
{
_middleToggle = !_middleToggle;
}
DrawButtonPoint(_leftToggle, 0);
DrawButtonPoint(_rightToggle, -20);
DrawButtonPoint(_middleToggle, -40);
DrawButtonPoint(_input.Mouse.LeftHeld, 40);
DrawButtonPoint(_input.Mouse.RightHeld, 60);
DrawButtonPoint(_input.Mouse.MiddleHeld, 80);
}
Gl.glEnd();
}
public void Update(double elapsedTime)
{
}
}
This test state reuses the DrawButtonPoint function from the earlier In-
putTestState that was used to test the gamepad. This test state renders a dot
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