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SkinRenderer - Rename _IsLeftMouseDown and _IsRightMouseDown
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@@ -113,8 +113,8 @@ namespace PckStudio.Rendering
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private Size TextureSize = new Size(64, 64);
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private const float OverlayScale = 1.12f;
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private bool _IsLeftMouseDown;
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private bool _IsRightMouseDown;
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private bool _isLeftMouseDown;
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private bool _isRightMouseDown;
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private Image RenderTexture
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{
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@@ -131,6 +131,7 @@ namespace PckStudio.Rendering
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}
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}
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}
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private bool IsMouseHidden
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{
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get => !Cursor.IsVisible();
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@@ -506,7 +507,7 @@ namespace PckStudio.Rendering
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protected override void OnMouseDown(MouseEventArgs e)
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{
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base.OnMouseDown(e);
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if (!_IsLeftMouseDown && e.Button == MouseButtons.Left)
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if (!_isLeftMouseDown && e.Button == MouseButtons.Left)
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{
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// If the ray didn't hit the model then rotate the model
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PreviousMouseLocation = Cursor.Position; // Store the old mouse position to reset it when the action is over
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@@ -515,9 +516,9 @@ namespace PckStudio.Rendering
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IsMouseHidden = true;
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}
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CurrentMouseLocation = Cursor.Position; // Store the current mouse position to use it for the rotate action
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_IsLeftMouseDown = true;
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_isLeftMouseDown = true;
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}
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else if (!_IsRightMouseDown && e.Button == MouseButtons.Right)
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else if (!_isRightMouseDown && e.Button == MouseButtons.Right)
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{
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PreviousMouseLocation = Cursor.Position; // Store the old mouse position to reset it when the action is over
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if (!IsMouseHidden) // Hide the mouse
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@@ -525,7 +526,7 @@ namespace PckStudio.Rendering
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IsMouseHidden = true;
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}
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CurrentMouseLocation = Cursor.Position; // Store the current mouse position to use it for the move action
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_IsRightMouseDown = true;
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_isRightMouseDown = true;
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}
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}
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@@ -556,7 +557,7 @@ namespace PckStudio.Rendering
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}
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// Rotate the model
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if (_IsLeftMouseDown)
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if (_isLeftMouseDown)
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{
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float rotationYDelta = (float)Math.Round((Cursor.Position.X - CurrentMouseLocation.X) * 0.5f);
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float rotationXDelta = (float)Math.Round(-(Cursor.Position.Y - CurrentMouseLocation.Y) * 0.5f);
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@@ -567,7 +568,7 @@ namespace PckStudio.Rendering
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return;
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}
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// Move the model
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if (_IsRightMouseDown)
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if (_isRightMouseDown)
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{
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float deltaX = -(Cursor.Position.X - CurrentMouseLocation.X) * 0.05f / (float)MathHelper.DegreesToRadians(camera.Fov);
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float deltaY = (Cursor.Position.Y - CurrentMouseLocation.Y) * 0.05f / (float)MathHelper.DegreesToRadians(camera.Fov);
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