Beispiel #1
0
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 2;
            int       index1     = 3000;
            int       ID1        = index1;
            Rectangle rectangle1 = this._backPanel.GetInnerDimensions().ToRectangle();
            // ISSUE: explicit reference operation
            Vector2 vector2_1 = ((Rectangle)@rectangle1).get_Center().ToVector2();

            UILinkPointNavigator.SetPosition(ID1, vector2_1);
            int       ID2        = index1 + 1;
            Rectangle rectangle2 = this._newPanel.GetInnerDimensions().ToRectangle();
            // ISSUE: explicit reference operation
            Vector2 vector2_2 = ((Rectangle)@rectangle2).get_Center().ToVector2();

            UILinkPointNavigator.SetPosition(ID2, vector2_2);
            int         index2 = index1;
            UILinkPoint point1 = UILinkPointNavigator.Points[index2];

            point1.Unlink();
            point1.Right = index2 + 1;
            int         index3 = index1 + 1;
            UILinkPoint point2 = UILinkPointNavigator.Points[index3];

            point2.Unlink();
            point2.Left = index3 - 1;
            Rectangle        clippingRectangle = this._containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum           = clippingRectangle.TopLeft();
            Vector2          maximum           = clippingRectangle.BottomRight();
            List <SnapPoint> snapPoints        = this.GetSnapPoints();

            for (int index4 = 0; index4 < snapPoints.Count; ++index4)
            {
                if (!snapPoints[index4].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[index4]);
                    --index4;
                }
            }
            SnapPoint[,] snapPointArray = new SnapPoint[this._worldList.Count, 5];
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Play")))
            {
                snapPointArray[snapPoint.ID, 0] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Favorite")))
            {
                snapPointArray[snapPoint.ID, 1] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Cloud")))
            {
                snapPointArray[snapPoint.ID, 2] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Seed")))
            {
                snapPointArray[snapPoint.ID, 3] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Delete")))
            {
                snapPointArray[snapPoint.ID, 4] = snapPoint;
            }
            int ID3 = index1 + 2;

            int[] numArray = new int[this._worldList.Count];
            for (int index4 = 0; index4 < numArray.Length; ++index4)
            {
                numArray[index4] = -1;
            }
            for (int index4 = 0; index4 < 5; ++index4)
            {
                int index5 = -1;
                for (int index6 = 0; index6 < snapPointArray.GetLength(0); ++index6)
                {
                    if (snapPointArray[index6, index4] != null)
                    {
                        UILinkPoint point3 = UILinkPointNavigator.Points[ID3];
                        point3.Unlink();
                        UILinkPointNavigator.SetPosition(ID3, snapPointArray[index6, index4].Position);
                        if (index5 != -1)
                        {
                            point3.Up = index5;
                            UILinkPointNavigator.Points[index5].Down = ID3;
                        }
                        if (numArray[index6] != -1)
                        {
                            point3.Left = numArray[index6];
                            UILinkPointNavigator.Points[numArray[index6]].Right = ID3;
                        }
                        point3.Down = index1;
                        if (index4 == 0)
                        {
                            UILinkPointNavigator.Points[index1].Up = UILinkPointNavigator.Points[index1 + 1].Up = ID3;
                        }
                        index5           = ID3;
                        numArray[index6] = ID3;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = ID3;
                        ++ID3;
                    }
                }
            }
            if (!PlayerInput.UsingGamepadUI || this._worldList.Count != 0 || UILinkPointNavigator.CurrentPoint <= 3001)
            {
                return;
            }
            UILinkPointNavigator.ChangePoint(3001);
        }
Beispiel #2
0
        private void SetupGamepadPoints2(SpriteBatch spriteBatch)
        {
            int num = 7;

            UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
            int num2;
            int iD = num2 = 3001;
            List <SnapPoint> snapPoints = GetSnapPoints();

            RemoveSnapPointsOutOfScreen(spriteBatch, snapPoints);
            UILinkPointNavigator.SetPosition(iD, _backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            UILinkPoint uILinkPoint = UILinkPointNavigator.Points[num2];

            uILinkPoint.Unlink();
            uILinkPoint.Up = num2 + 1;
            UILinkPoint uILinkPoint2 = uILinkPoint;

            num2++;
            int num3 = 0;
            List <List <SnapPoint> > list = new List <List <SnapPoint> >();

            for (int i = 0; i < num; i++)
            {
                List <SnapPoint> emoteGroup = GetEmoteGroup(snapPoints, i);
                if (emoteGroup.Count > 0)
                {
                    list.Add(emoteGroup);
                }
                num3 += (int)Math.Ceiling((float)emoteGroup.Count / 14f);
            }
            SnapPoint[,] array = new SnapPoint[14, num3];
            int num4 = 0;

            for (int j = 0; j < list.Count; j++)
            {
                List <SnapPoint> list2 = list[j];
                for (int k = 0; k < list2.Count; k++)
                {
                    int num5 = num4 + k / 14;
                    int num6 = k % 14;
                    array[num6, num5] = list2[k];
                }
                num4 += (int)Math.Ceiling((float)list2.Count / 14f);
            }
            int[,] array2 = new int[14, num3];
            int up = 0;

            for (int l = 0; l < array.GetLength(1); l++)
            {
                for (int m = 0; m < array.GetLength(0); m++)
                {
                    SnapPoint snapPoint = array[m, l];
                    if (snapPoint != null)
                    {
                        UILinkPointNavigator.Points[num2].Unlink();
                        UILinkPointNavigator.SetPosition(num2, snapPoint.Position);
                        array2[m, l] = num2;
                        if (m == 0)
                        {
                            up = num2;
                        }
                        num2++;
                    }
                }
            }
            uILinkPoint2.Up = up;
            for (int n = 0; n < array.GetLength(1); n++)
            {
                for (int num7 = 0; num7 < array.GetLength(0); num7++)
                {
                    int num8 = array2[num7, n];
                    if (num8 == 0)
                    {
                        continue;
                    }
                    UILinkPoint uILinkPoint3 = UILinkPointNavigator.Points[num8];
                    if (TryGetPointOnGrid(array2, num7, n, -1, 0))
                    {
                        uILinkPoint3.Left = array2[num7 - 1, n];
                    }
                    else
                    {
                        uILinkPoint3.Left = uILinkPoint3.ID;
                        for (int num9 = num7; num9 < array.GetLength(0); num9++)
                        {
                            if (TryGetPointOnGrid(array2, num9, n, 0, 0))
                            {
                                uILinkPoint3.Left = array2[num9, n];
                            }
                        }
                    }
                    if (TryGetPointOnGrid(array2, num7, n, 1, 0))
                    {
                        uILinkPoint3.Right = array2[num7 + 1, n];
                    }
                    else
                    {
                        uILinkPoint3.Right = uILinkPoint3.ID;
                        for (int num10 = num7; num10 >= 0; num10--)
                        {
                            if (TryGetPointOnGrid(array2, num10, n, 0, 0))
                            {
                                uILinkPoint3.Right = array2[num10, n];
                            }
                        }
                    }
                    if (TryGetPointOnGrid(array2, num7, n, 0, -1))
                    {
                        uILinkPoint3.Up = array2[num7, n - 1];
                    }
                    else
                    {
                        uILinkPoint3.Up = uILinkPoint3.ID;
                        for (int num11 = n - 1; num11 >= 0; num11--)
                        {
                            if (TryGetPointOnGrid(array2, num7, num11, 0, 0))
                            {
                                uILinkPoint3.Up = array2[num7, num11];
                                break;
                            }
                        }
                    }
                    if (TryGetPointOnGrid(array2, num7, n, 0, 1))
                    {
                        uILinkPoint3.Down = array2[num7, n + 1];
                        continue;
                    }
                    uILinkPoint3.Down = uILinkPoint3.ID;
                    for (int num12 = n + 1; num12 < array.GetLength(1); num12++)
                    {
                        if (TryGetPointOnGrid(array2, num7, num12, 0, 0))
                        {
                            uILinkPoint3.Down = array2[num7, num12];
                            break;
                        }
                    }
                    if (uILinkPoint3.Down == uILinkPoint3.ID)
                    {
                        uILinkPoint3.Down = uILinkPoint2.ID;
                    }
                }
            }
        }
Beispiel #3
0
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 2;
            int ID1 = 3000;

            UILinkPointNavigator.SetPosition(ID1, this._backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            UILinkPointNavigator.SetPosition(ID1 + 1, this._newPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            int         index1 = ID1;
            UILinkPoint point1 = UILinkPointNavigator.Points[index1];

            point1.Unlink();
            point1.Right = index1 + 1;
            int         index2 = ID1 + 1;
            UILinkPoint point2 = UILinkPointNavigator.Points[index2];

            point2.Unlink();
            point2.Left = index2 - 1;
            float            num = 1f / Main.UIScale;
            Rectangle        clippingRectangle = this._containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum           = clippingRectangle.TopLeft() * num;
            Vector2          maximum           = clippingRectangle.BottomRight() * num;
            List <SnapPoint> snapPoints        = this.GetSnapPoints();

            for (int index3 = 0; index3 < snapPoints.Count; ++index3)
            {
                if (!snapPoints[index3].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[index3]);
                    --index3;
                }
            }
            SnapPoint[,] snapPointArray = new SnapPoint[this._worldList.Count, 5];
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Play")))
            {
                snapPointArray[snapPoint.Id, 0] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Favorite")))
            {
                snapPointArray[snapPoint.Id, 1] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Cloud")))
            {
                snapPointArray[snapPoint.Id, 2] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Seed")))
            {
                snapPointArray[snapPoint.Id, 3] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Delete")))
            {
                snapPointArray[snapPoint.Id, 4] = snapPoint;
            }
            int ID2 = ID1 + 2;

            int[] numArray = new int[this._worldList.Count];
            for (int index3 = 0; index3 < numArray.Length; ++index3)
            {
                numArray[index3] = -1;
            }
            for (int index3 = 0; index3 < 5; ++index3)
            {
                int index4 = -1;
                for (int index5 = 0; index5 < snapPointArray.GetLength(0); ++index5)
                {
                    if (snapPointArray[index5, index3] != null)
                    {
                        UILinkPoint point3 = UILinkPointNavigator.Points[ID2];
                        point3.Unlink();
                        UILinkPointNavigator.SetPosition(ID2, snapPointArray[index5, index3].Position);
                        if (index4 != -1)
                        {
                            point3.Up = index4;
                            UILinkPointNavigator.Points[index4].Down = ID2;
                        }
                        if (numArray[index5] != -1)
                        {
                            point3.Left = numArray[index5];
                            UILinkPointNavigator.Points[numArray[index5]].Right = ID2;
                        }
                        point3.Down = ID1;
                        if (index3 == 0)
                        {
                            UILinkPointNavigator.Points[ID1].Up = UILinkPointNavigator.Points[ID1 + 1].Up = ID2;
                        }
                        index4           = ID2;
                        numArray[index5] = ID2;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = ID2;
                        ++ID2;
                    }
                }
            }
            if (!PlayerInput.UsingGamepadUI || this._worldList.Count != 0 || UILinkPointNavigator.CurrentPoint <= 3001)
            {
                return;
            }
            UILinkPointNavigator.ChangePoint(3001);
        }
Beispiel #4
0
        private void SetupGamepadPoints2(SpriteBatch spriteBatch)
        {
            int num1 = 7;

            UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
            int ID1;
            int index1 = ID1 = 3001;
            List <SnapPoint> snapPoints = this.GetSnapPoints();

            this.RemoveSnapPointsOutOfScreen(spriteBatch, snapPoints);
            Vector2 vector2 = this._backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2();

            UILinkPointNavigator.SetPosition(ID1, vector2);
            UILinkPoint point1 = UILinkPointNavigator.Points[index1];

            point1.Unlink();
            point1.Up = index1 + 1;
            UILinkPoint uiLinkPoint = point1;
            int         ID2         = index1 + 1;
            int         length      = 0;
            List <List <SnapPoint> > snapPointListList = new List <List <SnapPoint> >();

            for (int groupIndex = 0; groupIndex < num1; ++groupIndex)
            {
                List <SnapPoint> emoteGroup = this.GetEmoteGroup(snapPoints, groupIndex);
                if (emoteGroup.Count > 0)
                {
                    snapPointListList.Add(emoteGroup);
                }
                length += (int)Math.Ceiling((double)emoteGroup.Count / 14.0);
            }
            SnapPoint[,] snapPointArray = new SnapPoint[14, length];
            int num2 = 0;

            for (int index2 = 0; index2 < snapPointListList.Count; ++index2)
            {
                List <SnapPoint> snapPointList = snapPointListList[index2];
                for (int index3 = 0; index3 < snapPointList.Count; ++index3)
                {
                    int index4 = num2 + index3 / 14;
                    int index5 = index3 % 14;
                    snapPointArray[index5, index4] = snapPointList[index3];
                }
                num2 += (int)Math.Ceiling((double)snapPointList.Count / 14.0);
            }
            int[,] grid = new int[14, length];
            int num3 = 0;

            for (int index2 = 0; index2 < snapPointArray.GetLength(1); ++index2)
            {
                for (int index3 = 0; index3 < snapPointArray.GetLength(0); ++index3)
                {
                    SnapPoint snapPoint = snapPointArray[index3, index2];
                    if (snapPoint != null)
                    {
                        UILinkPointNavigator.Points[ID2].Unlink();
                        UILinkPointNavigator.SetPosition(ID2, snapPoint.Position);
                        grid[index3, index2] = ID2;
                        if (index3 == 0)
                        {
                            num3 = ID2;
                        }
                        ++ID2;
                    }
                }
            }
            uiLinkPoint.Up = num3;
            for (int y1 = 0; y1 < snapPointArray.GetLength(1); ++y1)
            {
                for (int x1 = 0; x1 < snapPointArray.GetLength(0); ++x1)
                {
                    int index2 = grid[x1, y1];
                    if (index2 != 0)
                    {
                        UILinkPoint point2 = UILinkPointNavigator.Points[index2];
                        if (this.TryGetPointOnGrid(grid, x1, y1, -1, 0))
                        {
                            point2.Left = grid[x1 - 1, y1];
                        }
                        else
                        {
                            point2.Left = point2.ID;
                            for (int x2 = x1; x2 < snapPointArray.GetLength(0); ++x2)
                            {
                                if (this.TryGetPointOnGrid(grid, x2, y1, 0, 0))
                                {
                                    point2.Left = grid[x2, y1];
                                }
                            }
                        }
                        if (this.TryGetPointOnGrid(grid, x1, y1, 1, 0))
                        {
                            point2.Right = grid[x1 + 1, y1];
                        }
                        else
                        {
                            point2.Right = point2.ID;
                            for (int x2 = x1; x2 >= 0; --x2)
                            {
                                if (this.TryGetPointOnGrid(grid, x2, y1, 0, 0))
                                {
                                    point2.Right = grid[x2, y1];
                                }
                            }
                        }
                        if (this.TryGetPointOnGrid(grid, x1, y1, 0, -1))
                        {
                            point2.Up = grid[x1, y1 - 1];
                        }
                        else
                        {
                            point2.Up = point2.ID;
                            for (int y2 = y1 - 1; y2 >= 0; --y2)
                            {
                                if (this.TryGetPointOnGrid(grid, x1, y2, 0, 0))
                                {
                                    point2.Up = grid[x1, y2];
                                    break;
                                }
                            }
                        }
                        if (this.TryGetPointOnGrid(grid, x1, y1, 0, 1))
                        {
                            point2.Down = grid[x1, y1 + 1];
                        }
                        else
                        {
                            point2.Down = point2.ID;
                            for (int y2 = y1 + 1; y2 < snapPointArray.GetLength(1); ++y2)
                            {
                                if (this.TryGetPointOnGrid(grid, x1, y2, 0, 0))
                                {
                                    point2.Down = grid[x1, y2];
                                    break;
                                }
                            }
                            if (point2.Down == point2.ID)
                            {
                                point2.Down = uiLinkPoint.ID;
                            }
                        }
                    }
                }
            }
        }
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
            int       index1     = 3000;
            int       ID1        = index1;
            Rectangle rectangle1 = this._backPanel.GetInnerDimensions().ToRectangle();
            // ISSUE: explicit reference operation
            Vector2 vector2_1 = ((Rectangle)@rectangle1).get_Center().ToVector2();

            UILinkPointNavigator.SetPosition(ID1, vector2_1);
            int       ID2        = index1 + 1;
            Rectangle rectangle2 = this._newPanel.GetInnerDimensions().ToRectangle();
            // ISSUE: explicit reference operation
            Vector2 vector2_2 = ((Rectangle)@rectangle2).get_Center().ToVector2();

            UILinkPointNavigator.SetPosition(ID2, vector2_2);
            int         index2 = index1;
            UILinkPoint point1 = UILinkPointNavigator.Points[index2];

            point1.Unlink();
            point1.Right = index2 + 1;
            int         index3 = index1 + 1;
            UILinkPoint point2 = UILinkPointNavigator.Points[index3];

            point2.Unlink();
            point2.Left = index3 - 1;
            Rectangle        clippingRectangle = this._containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum           = clippingRectangle.TopLeft();
            Vector2          maximum           = clippingRectangle.BottomRight();
            List <SnapPoint> snapPoints        = this.GetSnapPoints();

            for (int index4 = 0; index4 < snapPoints.Count; ++index4)
            {
                if (!snapPoints[index4].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[index4]);
                    --index4;
                }
            }
            SnapPoint[,] snapPointArray = new SnapPoint[this._playerList.Count, 4];
            List <SnapPoint> snapPointList1 = snapPoints;

            // ISSUE: reference to a compiler-generated field
            if (UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate8 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate8 = new Func <SnapPoint, bool>((object)null, __methodptr(\u003CSetupGamepadPoints\u003Eb__4));
            }
            // ISSUE: reference to a compiler-generated field
            Func <SnapPoint, bool> anonymousMethodDelegate8 = UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate8;

            foreach (SnapPoint snapPoint in (IEnumerable <SnapPoint>)Enumerable.Where <SnapPoint>((IEnumerable <M0>)snapPointList1, (Func <M0, bool>)anonymousMethodDelegate8))
            {
                snapPointArray[snapPoint.ID, 0] = snapPoint;
            }
            List <SnapPoint> snapPointList2 = snapPoints;

            // ISSUE: reference to a compiler-generated field
            if (UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate9 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate9 = new Func <SnapPoint, bool>((object)null, __methodptr(\u003CSetupGamepadPoints\u003Eb__5));
            }
            // ISSUE: reference to a compiler-generated field
            Func <SnapPoint, bool> anonymousMethodDelegate9 = UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegate9;

            foreach (SnapPoint snapPoint in (IEnumerable <SnapPoint>)Enumerable.Where <SnapPoint>((IEnumerable <M0>)snapPointList2, (Func <M0, bool>)anonymousMethodDelegate9))
            {
                snapPointArray[snapPoint.ID, 1] = snapPoint;
            }
            List <SnapPoint> snapPointList3 = snapPoints;

            // ISSUE: reference to a compiler-generated field
            if (UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegatea == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegatea = new Func <SnapPoint, bool>((object)null, __methodptr(\u003CSetupGamepadPoints\u003Eb__6));
            }
            // ISSUE: reference to a compiler-generated field
            Func <SnapPoint, bool> anonymousMethodDelegatea = UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegatea;

            foreach (SnapPoint snapPoint in (IEnumerable <SnapPoint>)Enumerable.Where <SnapPoint>((IEnumerable <M0>)snapPointList3, (Func <M0, bool>)anonymousMethodDelegatea))
            {
                snapPointArray[snapPoint.ID, 2] = snapPoint;
            }
            List <SnapPoint> snapPointList4 = snapPoints;

            // ISSUE: reference to a compiler-generated field
            if (UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegateb == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegateb = new Func <SnapPoint, bool>((object)null, __methodptr(\u003CSetupGamepadPoints\u003Eb__7));
            }
            // ISSUE: reference to a compiler-generated field
            Func <SnapPoint, bool> anonymousMethodDelegateb = UICharacterSelect.CS\u0024\u003C\u003E9__CachedAnonymousMethodDelegateb;

            foreach (SnapPoint snapPoint in (IEnumerable <SnapPoint>)Enumerable.Where <SnapPoint>((IEnumerable <M0>)snapPointList4, (Func <M0, bool>)anonymousMethodDelegateb))
            {
                snapPointArray[snapPoint.ID, 3] = snapPoint;
            }
            int ID3 = index1 + 2;

            int[] numArray = new int[this._playerList.Count];
            for (int index4 = 0; index4 < numArray.Length; ++index4)
            {
                numArray[index4] = -1;
            }
            for (int index4 = 0; index4 < 4; ++index4)
            {
                int index5 = -1;
                for (int index6 = 0; index6 < snapPointArray.GetLength(0); ++index6)
                {
                    if (snapPointArray[index6, index4] != null)
                    {
                        UILinkPoint point3 = UILinkPointNavigator.Points[ID3];
                        point3.Unlink();
                        UILinkPointNavigator.SetPosition(ID3, snapPointArray[index6, index4].Position);
                        if (index5 != -1)
                        {
                            point3.Up = index5;
                            UILinkPointNavigator.Points[index5].Down = ID3;
                        }
                        if (numArray[index6] != -1)
                        {
                            point3.Left = numArray[index6];
                            UILinkPointNavigator.Points[numArray[index6]].Right = ID3;
                        }
                        point3.Down = index1;
                        if (index4 == 0)
                        {
                            UILinkPointNavigator.Points[index1].Up = UILinkPointNavigator.Points[index1 + 1].Up = ID3;
                        }
                        index5           = ID3;
                        numArray[index6] = ID3;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = ID3;
                        ++ID3;
                    }
                }
            }
            if (!PlayerInput.UsingGamepadUI || this._playerList.Count != 0 || UILinkPointNavigator.CurrentPoint <= 3001)
            {
                return;
            }
            UILinkPointNavigator.ChangePoint(3001);
        }
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 2;
            int num = 3000;

            UILinkPointNavigator.SetPosition(num, _backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            UILinkPointNavigator.SetPosition(num + 1, _newPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            int         num2        = num;
            UILinkPoint uILinkPoint = UILinkPointNavigator.Points[num2];

            uILinkPoint.Unlink();
            uILinkPoint.Right = num2 + 1;
            num2        = num + 1;
            uILinkPoint = UILinkPointNavigator.Points[num2];
            uILinkPoint.Unlink();
            uILinkPoint.Left = num2 - 1;
            float            scaleFactor       = 1f / Main.UIScale;
            Rectangle        clippingRectangle = _containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum           = clippingRectangle.TopLeft() * scaleFactor;
            Vector2          maximum           = clippingRectangle.BottomRight() * scaleFactor;
            List <SnapPoint> snapPoints        = GetSnapPoints();

            for (int i = 0; i < snapPoints.Count; i++)
            {
                if (!snapPoints[i].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[i]);
                    i--;
                }
            }
            SnapPoint[,] array = new SnapPoint[_worldList.Count, 5];
            foreach (SnapPoint item in snapPoints.Where((SnapPoint a) => a.Name == "Play"))
            {
                array[item.Id, 0] = item;
            }
            foreach (SnapPoint item2 in snapPoints.Where((SnapPoint a) => a.Name == "Favorite"))
            {
                array[item2.Id, 1] = item2;
            }
            foreach (SnapPoint item3 in snapPoints.Where((SnapPoint a) => a.Name == "Cloud"))
            {
                array[item3.Id, 2] = item3;
            }
            foreach (SnapPoint item4 in snapPoints.Where((SnapPoint a) => a.Name == "Seed"))
            {
                array[item4.Id, 3] = item4;
            }
            foreach (SnapPoint item5 in snapPoints.Where((SnapPoint a) => a.Name == "Delete"))
            {
                array[item5.Id, 4] = item5;
            }
            num2 = num + 2;
            int[] array2 = new int[_worldList.Count];
            for (int j = 0; j < array2.Length; j++)
            {
                array2[j] = -1;
            }
            for (int k = 0; k < 5; k++)
            {
                int num3 = -1;
                for (int l = 0; l < array.GetLength(0); l++)
                {
                    if (array[l, k] != null)
                    {
                        uILinkPoint = UILinkPointNavigator.Points[num2];
                        uILinkPoint.Unlink();
                        UILinkPointNavigator.SetPosition(num2, array[l, k].Position);
                        if (num3 != -1)
                        {
                            uILinkPoint.Up = num3;
                            UILinkPointNavigator.Points[num3].Down = num2;
                        }
                        if (array2[l] != -1)
                        {
                            uILinkPoint.Left = array2[l];
                            UILinkPointNavigator.Points[array2[l]].Right = num2;
                        }
                        uILinkPoint.Down = num;
                        if (k == 0)
                        {
                            UILinkPointNavigator.Points[num].Up = (UILinkPointNavigator.Points[num + 1].Up = num2);
                        }
                        num3      = num2;
                        array2[l] = num2;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = num2;
                        num2++;
                    }
                }
            }
            if (PlayerInput.UsingGamepadUI && _worldList.Count == 0 && UILinkPointNavigator.CurrentPoint > 3001)
            {
                UILinkPointNavigator.ChangePoint(3001);
            }
        }
Beispiel #7
0
        // Token: 0x060010D8 RID: 4312 RVA: 0x00406828 File Offset: 0x00404A28
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
            int num = 3000;

            UILinkPointNavigator.SetPosition(num, this._backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            UILinkPointNavigator.SetPosition(num + 1, this._newPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            int         num2        = num;
            UILinkPoint uILinkPoint = UILinkPointNavigator.Points[num2];

            uILinkPoint.Unlink();
            uILinkPoint.Right = num2 + 1;
            num2        = num + 1;
            uILinkPoint = UILinkPointNavigator.Points[num2];
            uILinkPoint.Unlink();
            uILinkPoint.Left = num2 - 1;
            Rectangle        expr_A6    = this._containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum    = expr_A6.TopLeft();
            Vector2          maximum    = expr_A6.BottomRight();
            List <SnapPoint> snapPoints = this.GetSnapPoints();

            for (int i = 0; i < snapPoints.Count; i++)
            {
                if (!snapPoints[i].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[i]);
                    i--;
                }
            }
            SnapPoint[,] array = new SnapPoint[this._playerList.Count, 4];
            IEnumerable <SnapPoint> arg_135_0 = snapPoints;

            foreach (SnapPoint current in arg_135_0.Where((a) => { return(a.Name == "Play"); }))
            {
                array[current.ID, 0] = current;
            }
            IEnumerable <SnapPoint> arg_195_0 = snapPoints;

            foreach (SnapPoint current2 in arg_195_0.Where((a) => { return(a.Name == "Favorite"); }))
            {
                array[current2.ID, 1] = current2;
            }
            IEnumerable <SnapPoint> arg_1F5_0 = snapPoints;

            foreach (SnapPoint current3 in arg_1F5_0.Where((a) => { return(a.Name == "Cloud"); }))
            {
                array[current3.ID, 2] = current3;
            }
            IEnumerable <SnapPoint> arg_255_0 = snapPoints;
            Func <SnapPoint, bool>  arg_255_1;

            foreach (SnapPoint current4 in arg_255_0.Where((a) => { return(a.Name == "Delete"); }))
            {
                array[current4.ID, 3] = current4;
            }
            num2 = num + 2;
            int[] array2 = new int[this._playerList.Count];
            for (int j = 0; j < array2.Length; j++)
            {
                array2[j] = -1;
            }
            for (int k = 0; k < 4; k++)
            {
                int num3 = -1;
                for (int l = 0; l < array.GetLength(0); l++)
                {
                    if (array[l, k] != null)
                    {
                        uILinkPoint = UILinkPointNavigator.Points[num2];
                        uILinkPoint.Unlink();
                        UILinkPointNavigator.SetPosition(num2, array[l, k].Position);
                        if (num3 != -1)
                        {
                            uILinkPoint.Up = num3;
                            UILinkPointNavigator.Points[num3].Down = num2;
                        }
                        if (array2[l] != -1)
                        {
                            uILinkPoint.Left = array2[l];
                            UILinkPointNavigator.Points[array2[l]].Right = num2;
                        }
                        uILinkPoint.Down = num;
                        if (k == 0)
                        {
                            UILinkPointNavigator.Points[num].Up = (UILinkPointNavigator.Points[num + 1].Up = num2);
                        }
                        num3      = num2;
                        array2[l] = num2;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = num2;
                        num2++;
                    }
                }
            }
            if (PlayerInput.UsingGamepadUI && this._playerList.Count == 0 && UILinkPointNavigator.CurrentPoint > 3001)
            {
                UILinkPointNavigator.ChangePoint(3001);
            }
        }
Beispiel #8
0
        private void SetupGamepadPoints(SpriteBatch spriteBatch)
        {
            UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
            int index1 = 3000;

            UILinkPointNavigator.SetPosition(3000, this._backPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            UILinkPointNavigator.SetPosition(3001, this._newPanel.GetInnerDimensions().ToRectangle().Center.ToVector2());
            int         num    = 3000;
            UILinkPoint point1 = UILinkPointNavigator.Points[3000];

            point1.Unlink();
            point1.Right = 3001;
            num          = 3001;
            UILinkPoint point2 = UILinkPointNavigator.Points[3001];

            point2.Unlink();
            point2.Left = 3000;
            Rectangle        clippingRectangle = this._containerPanel.GetClippingRectangle(spriteBatch);
            Vector2          minimum           = clippingRectangle.TopLeft();
            Vector2          maximum           = clippingRectangle.BottomRight();
            List <SnapPoint> snapPoints        = this.GetSnapPoints();

            for (int index2 = 0; index2 < snapPoints.Count; ++index2)
            {
                if (!snapPoints[index2].Position.Between(minimum, maximum))
                {
                    snapPoints.Remove(snapPoints[index2]);
                    --index2;
                }
            }
            SnapPoint[,] snapPointArray = new SnapPoint[this._playerList.Count, 4];
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Play")))
            {
                snapPointArray[snapPoint.ID, 0] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Favorite")))
            {
                snapPointArray[snapPoint.ID, 1] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Cloud")))
            {
                snapPointArray[snapPoint.ID, 2] = snapPoint;
            }
            foreach (SnapPoint snapPoint in snapPoints.Where <SnapPoint>((Func <SnapPoint, bool>)(a => a.Name == "Delete")))
            {
                snapPointArray[snapPoint.ID, 3] = snapPoint;
            }
            int ID = index1 + 2;

            int[] numArray = new int[this._playerList.Count];
            for (int index2 = 0; index2 < numArray.Length; ++index2)
            {
                numArray[index2] = -1;
            }
            for (int index2 = 0; index2 < 4; ++index2)
            {
                int index3 = -1;
                for (int index4 = 0; index4 < snapPointArray.GetLength(0); ++index4)
                {
                    if (snapPointArray[index4, index2] != null)
                    {
                        UILinkPoint point3 = UILinkPointNavigator.Points[ID];
                        point3.Unlink();
                        UILinkPointNavigator.SetPosition(ID, snapPointArray[index4, index2].Position);
                        if (index3 != -1)
                        {
                            point3.Up = index3;
                            UILinkPointNavigator.Points[index3].Down = ID;
                        }
                        if (numArray[index4] != -1)
                        {
                            point3.Left = numArray[index4];
                            UILinkPointNavigator.Points[numArray[index4]].Right = ID;
                        }
                        point3.Down = index1;
                        if (index2 == 0)
                        {
                            UILinkPointNavigator.Points[index1].Up = UILinkPointNavigator.Points[index1 + 1].Up = ID;
                        }
                        index3           = ID;
                        numArray[index4] = ID;
                        UILinkPointNavigator.Shortcuts.FANCYUI_HIGHEST_INDEX = ID;
                        ++ID;
                    }
                }
            }
            if (!PlayerInput.UsingGamepadUI || this._playerList.Count != 0 || UILinkPointNavigator.CurrentPoint <= 3001)
            {
                return;
            }
            UILinkPointNavigator.ChangePoint(3001);
        }