• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
wfrye2005

Winform w/ XNA viewport: disable input in viewport?

2 posts in this topic

I'm writing a basic 2D tilemap editor for a hobby-level game, and while the game itself is going fairly well, I'm having some trouble with the Winform aspect (which is why I'm posting this in general programming rather than the game programming board).

 

The problem I'm having is that the picturebox which displays the XNA output (the map that's being edited) registers mouse clicks even when there's another window in front of it (for example, clicking OK on a save dialog box will edit whatever tile is behind it). I thought I'd fixed it with the marked addition below, but that just introduced a more confusing bug (it didn't seem like a particularly clean solution anyway, so I'm not surprised).

protected override void Update(GameTime gameTime)
    {

        Camera.Position = new Vector2(hscroll.Value, vscroll.Value);

        MouseState ms = Mouse.GetState();

        if ((ms.X > 0) && (ms.Y > 0) &&
            (ms.X < Camera.ViewPortWidth) &&
            (ms.Y < Camera.ViewPortHeight))
        {
            Vector2 mouseLoc = Camera.ScreenToWorld(
                new Vector2(ms.X, ms.Y));

            if (Camera.WorldRectangle.Contains(
                (int)mouseLoc.X, (int)mouseLoc.Y) **&& pictureBox.Capture**) //<--
            {
                if (ms.LeftButton == ButtonState.Pressed)
                  //....

Now it no longer edits the map through save/load dialogs, but instead refuses to acknowledge right clicks nine times out of ten--until the window is minimized and restored. After that it works exactly as expected. Anyone have any ideas? MSDN was less than helpful.

0

Share this post


Link to post
Share on other sites

I have had the same problem in the past. I just suspended my game loop when I opened a modal dialog.

 

If your problem is that your other windows are modeless (i.e. like floating toolboxes) you need to check their bounds first in your loop, and only process the mouse if it is not in another window bounds, essentially mimicing what Windows does itself when raising mouse messages.

0

Share this post


Link to post
Share on other sites
I have had the same problem in the past. I just suspended my game loop when I opened a modal dialog.

 

This is my first winform project, and I'm having trouble figuring out how to do that. I tried having the save/load menu items' on-click methods disable the pirctureBox and enable it again when the dialogue is closed, but apparently, contrary to the method name, saveFileDialog1_FileOk runs its code before the ok button is clicked, re-enabling the pictureBox immediately.

 

I read a post on msdn suggesting the problem is using the XNA input methods rather than the generic windows ones, which apparently check for this kind of thing already. I've been working on it, but c#/winform input handling is completely new to me and it's slow going. Seems completely different from the java application programming I've done in the past.

 

UPDATE: Fixed it.

 

I reworked the code to use the Windows.Forms mouse event methods rather than XNA's input methods, and that solved the click-through problem. Just had to use PointToClient and set up offset values (i.e., int offset = myPictureBox.Location.X) to subtract from my mouse coordinates.

Here's the relevant code, for anyone who stumbles upon this problem in the future:

//constructor
public MapEditor() 
{ 
    InitializeComponent(); 

    this.pctSurface.MouseDown += new MouseEventHandler(pctSurface_Click); 

    pctSurface_xOffset = pctSurface.Location.X; //private instance variables 
    pctSurface_yOffset = pctSurface.Location.Y; 
} 
//on click 
private void pctSurface_Click(object sender, EventArgs e) 
{ 
    //convert from screen coordinates to game world coordinates
    Vector2 mouseLoc = Camera.ScreenToWorld( new Vector2(
                                            PointToClient(MousePosition).X - pctSurface_xOffset, 
                                            PointToClient(MousePosition).Y - pctSurface_yOffset)); 
    switch (MouseButtons)
     { 
        case System.Windows.Forms.MouseButtons.Left: 
        //whatever you need left clicks to do 
        break;
        //etc

 

Edited by TheSasquatch
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0