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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- namespace MouseDelayTest
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- Texture2D cursor;
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- List<double[]> mouseTicks = new List<double[]>();
- Point cursorPos = new Point();
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- graphics.PreferredBackBufferWidth = 800;
- graphics.PreferredBackBufferHeight = 600;
- }
- /// <summary>
- /// Allows the game to perform any initialization it needs to before starting to run.
- /// This is where it can query for any required services and load any non-graphic
- /// related content. Calling base.Initialize will enumerate through any components
- /// and initialize them as well.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- cursor = Content.Load<Texture2D>("cursor");
- // TODO: use this.Content to load your game content here
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- MouseState m = Mouse.GetState();
- // TODO: Add your update logic here
- double t = gameTime.TotalGameTime.TotalMilliseconds;
- mouseTicks.Add(new double[3] {m.X,m.Y,t});
- while (t - mouseTicks[0][2] >= 32)
- {
- cursorPos.X = (int)mouseTicks[0][0];
- cursorPos.Y = (int)mouseTicks[0][1];
- mouseTicks.RemoveAt(0);
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.White);
- spriteBatch.Begin();
- spriteBatch.Draw(cursor, new Rectangle(cursorPos.X, cursorPos.Y, cursor.Width, cursor.Height), Color.White);
- spriteBatch.End();
- // TODO: Add your drawing code here
- base.Draw(gameTime);
- }
- }
- }
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