Beispiel #1
0
        /// <summary>
        /// Group the specified uiElements.
        /// </summary>
        /// <param name="elements">User interface elements.</param>
        protected override void Group(List <LayoutElementInfo> elements)
        {
            ElementsGroup.Clear();

            if (Layout.GridConstraint == GridConstraints.Flexible)
            {
                GroupFlexible(elements);
            }
            else if (Layout.GridConstraint == GridConstraints.FixedRowCount)
            {
                GroupByRows(elements);
            }
            else if (Layout.GridConstraint == GridConstraints.FixedColumnCount)
            {
                GroupByColumns(elements);
            }

            if (!Layout.TopToBottom)
            {
                ElementsGroup.Reverse();
            }

            if (Layout.RightToLeft)
            {
                ElementsGroup.ForEach(ReverseList);
            }
        }
Beispiel #2
0
        private void RecalculateTitlePaths()
        {
            for (int i = 0; i < TileElements.Length; i += 6)
            {
                VertexPosTexNormal[] quadElements = TileElements.Skip(i).Take(6).ToArray();
                int[]       pattern = { quadElements[0].Taken, (quadElements[1].Taken == 0? quadElements[4].Taken: quadElements[1].Taken), (quadElements[2].Taken == 0 ? quadElements[3].Taken : quadElements[2].Taken), quadElements[5].Taken };
                TileElement stg1    = TileSheetData.TileElements.Where(x => x.Groups.Any(y => y.Pattern.SequenceEqual(pattern))).FirstOrDefault();
                if (stg1 != null)
                {
                    ElementsGroup texture2Put = stg1.Groups.Where(x => x.Pattern.SequenceEqual(pattern)).FirstOrDefault();
                    if (texture2Put != null)
                    {
                        int value;
                        using (RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider())
                        {
                            byte[] randomNumber = new byte[4];//4 for int32
                            rng.GetBytes(randomNumber);
                            value = BitConverter.ToInt32(randomNumber, 0);
                        }

                        int indexRand = new Random(value).Next((texture2Put.Positions.Count <= 1 ? 1 : texture2Put.Positions.Count));

                        float uvX = (float)texture2Put.Positions[indexRand].X / (ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width);
                        float uvY = (float)texture2Put.Positions[indexRand].Y / (ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height);

                        float uvX2 = ((float)texture2Put.Positions[indexRand].X / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width) + ((float)TileSheetData.TileElementWeight / ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width);
                        float uvY2 = ((float)texture2Put.Positions[indexRand].Y / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height) - ((float)TileSheetData.TileElementHeight / ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height);

                        VertexPosTexNormal temp = TileElements[i];
                        temp.texCoord   = new Vector2(uvX, uvY);
                        TileElements[i] = temp;

                        temp                = TileElements[i + 1];
                        temp.texCoord       = new Vector2(uvX, uvY2);
                        TileElements[i + 1] = temp;

                        temp                = TileElements[i + 2];
                        temp.texCoord       = new Vector2(uvX2, uvY);
                        TileElements[i + 2] = temp;

                        temp                = TileElements[i + 3];
                        temp.texCoord       = new Vector2(uvX2, uvY);
                        TileElements[i + 3] = temp;

                        temp                = TileElements[i + 4];
                        temp.texCoord       = new Vector2(uvX, uvY2);
                        TileElements[i + 4] = temp;

                        temp                = TileElements[i + 5];
                        temp.texCoord       = new Vector2(uvX2, uvY2);
                        TileElements[i + 5] = temp;
                    }
                }
            }
        }
        /// <summary>
        /// Group elements.
        /// </summary>
        protected override void Group()
        {
            ElementsGroup.Clear();

            var row = new List <LayoutElementInfo>();

            ElementsGroup.Add(row);

            if (!Layout.FlexSettings.Wrap)
            {
                row.AddRange(Elements);
                return;
            }

            var base_size = Layout.MainAxisSize;
            var size      = base_size;
            var spacing   = Layout.IsHorizontal ? Layout.Spacing.x : Layout.Spacing.y;

            for (int i = 0; i < Elements.Count; i++)
            {
                if (row.Count == 0)
                {
                    size -= Elements[i].AxisSize;
                    row.Add(Elements[i]);
                    continue;
                }

                var element_size = Elements[i].AxisSize + spacing;
                if (size >= element_size)
                {
                    size -= element_size;
                    row.Add(Elements[i]);
                }
                else
                {
                    size = base_size - Elements[i].AxisSize;

                    row = new List <LayoutElementInfo>();
                    ElementsGroup.Add(row);

                    row.Add(Elements[i]);
                }
            }

            if (!Layout.TopToBottom)
            {
                ElementsGroup.Reverse();
            }

            if (Layout.RightToLeft)
            {
                ElementsGroup.ForEach(ReverseList);
            }
        }
Beispiel #4
0
        private static void CreateTouchElement(ElementsGroup Group, Vector3 Position, Vector3 Size, int ScreenIndex, int[] SoundIndices, TrainManager.CommandEntry[] CommandEntries)
        {
            Vertex       t0     = new Vertex(Size.X, Size.Y, -Size.Z);
            Vertex       t1     = new Vertex(Size.X, -Size.Y, -Size.Z);
            Vertex       t2     = new Vertex(-Size.X, -Size.Y, -Size.Z);
            Vertex       t3     = new Vertex(-Size.X, Size.Y, -Size.Z);
            Vertex       t4     = new Vertex(Size.X, Size.Y, Size.Z);
            Vertex       t5     = new Vertex(Size.X, -Size.Y, Size.Z);
            Vertex       t6     = new Vertex(-Size.X, -Size.Y, Size.Z);
            Vertex       t7     = new Vertex(-Size.X, Size.Y, Size.Z);
            StaticObject Object = new StaticObject(Program.CurrentHost);

            Object.Mesh.Vertices                      = new VertexTemplate[] { t0, t1, t2, t3, t4, t5, t6, t7 };
            Object.Mesh.Faces                         = new MeshFace[] { new MeshFace(new int[] { 0, 1, 2, 3 }), new MeshFace(new int[] { 0, 4, 5, 1 }), new MeshFace(new int[] { 0, 3, 7, 4 }), new MeshFace(new int[] { 6, 5, 4, 7 }), new MeshFace(new int[] { 6, 7, 3, 2 }), new MeshFace(new int[] { 6, 2, 1, 5 }) };
            Object.Mesh.Materials                     = new MeshMaterial[1];
            Object.Mesh.Materials[0].Flags            = 0;
            Object.Mesh.Materials[0].Color            = Color32.White;
            Object.Mesh.Materials[0].TransparentColor = Color24.Blue;
            Object.Mesh.Materials[0].DaytimeTexture   = null;
            Object.Mesh.Materials[0].NighttimeTexture = null;
            Object.Dynamic = true;
            if (Group.TouchElements == null)
            {
                Group.TouchElements = new TouchElement[0];
            }
            int n = Group.TouchElements.Length;

            Array.Resize(ref Group.TouchElements, n + 1);
            Group.TouchElements[n] = new TouchElement
            {
                Element         = new AnimatedObject(Program.CurrentHost),
                JumpScreenIndex = ScreenIndex,
                SoundIndices    = SoundIndices,
                ControlIndices  = new int[CommandEntries.Length]
            };
            Group.TouchElements[n].Element.States = new [] { new ObjectState() };
            Group.TouchElements[n].Element.States[0].Translation = Matrix4D.CreateTranslation(Position.X, Position.Y, -Position.Z);
            Group.TouchElements[n].Element.States[0].Prototype   = Object;
            Group.TouchElements[n].Element.CurrentState          = 0;
            Group.TouchElements[n].Element.internalObject        = new ObjectState {
                Prototype = Object
            };
            Program.CurrentHost.CreateDynamicObject(ref Group.TouchElements[n].Element.internalObject);
            int m = Interface.CurrentControls.Length;

            Array.Resize(ref Interface.CurrentControls, m + CommandEntries.Length);
            for (int i = 0; i < CommandEntries.Length; i++)
            {
                Interface.CurrentControls[m + i].Command = CommandEntries[i].Command;
                Interface.CurrentControls[m + i].Method  = Interface.ControlMethod.Touch;
                Interface.CurrentControls[m + i].Option  = CommandEntries[i].Option;
                Group.TouchElements[n].ControlIndices[i] = m + i;
            }
        }
Beispiel #5
0
        public void LoadMapData(int terrainWidth, int terrainHeight, float terrainZ, int r)
        {
            ElementsGroup element       = TileSheetData.TileElements.Where(x => x.Groups.Any(z => z.Name == "Default")).FirstOrDefault().Groups.Where(y => y.Name == "Default").FirstOrDefault();
            int           TableIterator = 0;

            for (int x = 0; x < terrainWidth; x += 1)
            {
                for (int y = 0; y < terrainHeight; y += 1)
                {
                    int value;
                    using (RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider())
                    {
                        byte[] randomNumber = new byte[4];//4 for int32
                        rng.GetBytes(randomNumber);
                        value = BitConverter.ToInt32(randomNumber, 0);
                    }

                    int indexRand = new Random(value).Next(element.Positions.Count);

                    float uvX = (float)element.Positions[indexRand].X / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width;
                    float uvY = (float)element.Positions[indexRand].Y / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height;

                    float uvX2 = ((float)element.Positions[indexRand].X / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width) + ((float)TileSheetData.TileElementWeight / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Width);
                    float uvY2 = ((float)element.Positions[indexRand].Y / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height) + ((float)TileSheetData.TileElementHeight / (float)ContentContainer.GetObjectFromContainer <Texture2D>(TileSheetData.Name).Height);

                    VertexPosTexNormal _temp = new VertexPosTexNormal(new Vector3(x, terrainZ, y) * r, new Vector2(uvX, uvY), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;

                    _temp = new VertexPosTexNormal(new Vector3(x, terrainZ, y + 1) * r, new Vector2(uvX, uvY2), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;

                    _temp = new VertexPosTexNormal(new Vector3(x + 1, terrainZ, y) * r, new Vector2(uvX2, uvY), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;


                    _temp = new VertexPosTexNormal(new Vector3(x + 1, terrainZ, y) * r, new Vector2(uvX2, uvY), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;


                    _temp = new VertexPosTexNormal(new Vector3(x, terrainZ, y + 1) * r, new Vector2(uvX, uvY2), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;

                    _temp = new VertexPosTexNormal(new Vector3(x + 1, terrainZ, y + 1) * r, new Vector2(uvX2, uvY2), new Vector3(0, 1, 0));
                    TileElements[TableIterator] = (_temp);
                    TableIterator++;
                }
            }
        }
Beispiel #6
0
        public IEnumerable <ElementsGroup> GetSettings()
        {
            var items = new List <Element>();

            var username     = new TextItem("username", "Username");
            var password     = new PasswordItem("password", "Password");
            var loginButton  = new ButtonItem("loginButton", "Login");
            var logoutButton = new ButtonItem("logoutButton", "Logout");

            switch (showLabel)
            {
            case Label.ShowNothing:
                items.Add(username);
                items.Add(password);
                items.Add(loginButton);
                break;

            case Label.ShowLoginOk:
                var label = new LabelItem("label", "You are now logged in!");
                items.Add(logoutButton);
                items.Add(label);
                break;

            case Label.ShowLoginFailed:
                label = new LabelItem("label", "Login failed");
                items.Add(username);
                items.Add(password);
                items.Add(loginButton);
                items.Add(label);
                break;

            case Label.ShowLogoutOk:
                label = new LabelItem("label", "You have logged out");
                items.Add(username);
                items.Add(password);
                items.Add(loginButton);
                items.Add(label);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            var settings = new ElementsGroup("settings", "", items.ToArray());

            return(new[]
            {
                settings,
            });
        }
Beispiel #7
0
        public IEnumerable <ElementsGroup> GetSettings()
        {
            // get Fresh settings each time
            _settings = _settingsRepo.Get();

            var items = new List <Element>();

            var note = new TextItem("notelabel1", "Note:")
            {
                Value = "Capture One doesn't update until you exit the field."
            };
            var tip = new TextItem("tiplabel1", "Tip:")
            {
                Value = "Please click or tab off before pressing save or test."
            };

            items.Add(note);
            items.Add(tip);

            var downloadButton = new ButtonItem("downloadButton", "Download Hugin");

            items.Add(downloadButton);

            var pathToProcessExe = new TextItem("pathToHuginBin", "Hugin Bin Path")
            {
                Value           = _settings.HuginBinPath,
                InformativeText = $"This needs to be the bin folder in your Hugin installation. E.g. {_settings.HuginBinPath}"
            };

            items.Add(pathToProcessExe);

            var testButton = new ButtonItem("testBinPath", "Test (Hugin will open if valid)");

            items.Add(testButton);

            var saveButton = new ButtonItem("saveBinPath", "Save");

            items.Add(saveButton);

            var settings = new ElementsGroup("settings", "Configure Hugin", items.ToArray());

            return(new[]
            {
                settings,
            });
        }
Beispiel #8
0
        void InsertToBlock(int block_index, LayoutElementInfo element)
        {
            for (int i = ElementsGroup.Count; i <= block_index; i++)
            {
                ElementsGroup.Add(new List <LayoutElementInfo>());
            }

            var row = ElementsGroup[block_index];

            row.Add(element);

            BlocksSizes[block_index] += element.AxisSize;
            if (row.Count > 1)
            {
                var spacing = Layout.IsHorizontal ? Layout.Spacing.x : Layout.Spacing.y;
                BlocksSizes[block_index] += spacing;
            }
        }
Beispiel #9
0
        /// <summary>
        /// Group the specified elements.
        /// </summary>
        protected override void Group()
        {
            ElementsGroup.Clear();

            if (Elements.Count == 0)
            {
                return;
            }

            if (Layout.IsHorizontal)
            {
                GroupHorizontal(ElementsGroup);
            }
            else
            {
                GroupVertical(ElementsGroup);
            }

            var rows    = ElementsGroup.Count;
            var columns = EasyLayoutUtilites.MaxCount(ElementsGroup);

            if ((Layout.CompactConstraint == CompactConstraints.MaxRowCount) && (rows > Layout.ConstraintCount))
            {
                ElementsGroup.Clear();
                GroupByRows();
            }
            else if ((Layout.CompactConstraint == CompactConstraints.MaxColumnCount) && (columns > Layout.ConstraintCount))
            {
                ElementsGroup.Clear();
                GroupByColumns();
            }

            if (!Layout.TopToBottom)
            {
                ElementsGroup.Reverse();
            }

            if (Layout.RightToLeft)
            {
                ElementsGroup.ForEach(ReverseList);
            }
        }
Beispiel #10
0
        public IEnumerable <ElementsGroup> GetSettings()
        {
            var items = new List <Element>();

            var openSettingsButton = new ButtonItem("openSettings", "Open Configurator");

            items.Add(openSettingsButton);

            var pathToProcessExe = new TextItem("pathToProcessExe", "Post Process Program Path")
            {
                Value           = PostProcessProgramPath,
                InformativeText = "Copy and paste this path into process recipes so that it runs once Capture One has finished processing the image."
            };

            items.Add(pathToProcessExe);

            var settings = new ElementsGroup("settings", "", items.ToArray());

            return(new[]
            {
                settings,
            });
        }
Beispiel #11
0
        /// <summary>
        /// Group elements.
        /// </summary>
        /// <param name="elements">Elements.</param>
        protected override void Group(List <LayoutElementInfo> elements)
        {
            ElementsGroup.Clear();

            var blocks = GetBlockSizes(elements);

            InitBlockSizes(blocks);

            for (int i = 0; i < elements.Count; i++)
            {
                InsertToBlock(NextBlockIndex(), elements[i]);
            }

            if (!Layout.TopToBottom)
            {
                ElementsGroup.Reverse();
            }

            if (Layout.RightToLeft)
            {
                ElementsGroup.ForEach(ReverseList);
            }
        }