Beispiel #1
0
        public static VertexPositionTexture[] Quad(GraphicsDevice device, float X, float Y, float Width, float Height, Renderer.Rect TexMap, Texture2D WindowSkin)
        {
            VertexPositionTexture[] f = new VertexPositionTexture[6];
            int ML = TexMap.Left;
            int MR = TexMap.Right;
            int MT = TexMap.Top;
            int MB = TexMap.Bottom;

            Vector3 AA = PixelToScreen(device, X, Y);
            Vector3 AB = PixelToScreen(device, X + Width, Y);
            Vector3 BA = PixelToScreen(device, X, Y + Height);
            Vector3 BB = PixelToScreen(device, X + Width, Y + Height);

            VertexPositionTexture VAA = new VertexPositionTexture(AA, Renderer.TexelToCoord(ML, MT, WindowSkin));
            VertexPositionTexture VAB = new VertexPositionTexture(AB, Renderer.TexelToCoord(MR, MT, WindowSkin));
            VertexPositionTexture VBA = new VertexPositionTexture(BA, Renderer.TexelToCoord(ML, MB, WindowSkin));
            VertexPositionTexture VBB = new VertexPositionTexture(BB, Renderer.TexelToCoord(MR, MB, WindowSkin));

            f[0] = VAA;
            f[1] = VAB;
            f[2] = VBA;
            f[3] = VAB;
            f[4] = VBB;
            f[5] = VBA;

            return(f);
        }
Beispiel #2
0
        public static VertexPositionTexture[] Button(GraphicsDevice device, float X, float Y, float Width, float Height, Texture2D WindowSkin, bool Hot = false)
        {
            VertexPositionTexture[] f = new VertexPositionTexture[54];
            float   qt           = 0.125f / 4f;
            int     blocksize    = 4;
            float   buttonoffset = 0.5f;// 0.375f;
            int     bo           = 64;
            float   delta        = Hot ? 0.125f : 0;
            int     d            = Hot ? 16 : 0;
            Vector3 TLC          = PixelToScreen(device, X, Y);
            Vector3 TLM          = PixelToScreen(device, X + blocksize, Y);
            Vector3 TRM          = PixelToScreen(device, X + Width - blocksize, Y);
            Vector3 TRC          = PixelToScreen(device, X + Width, Y);

            Vector3 TMLC = PixelToScreen(device, X, Y + blocksize);
            Vector3 TMLM = PixelToScreen(device, X + blocksize, Y + blocksize);
            Vector3 TMRM = PixelToScreen(device, X + Width - blocksize, Y + blocksize);
            Vector3 TMRC = PixelToScreen(device, X + Width, Y + blocksize);

            Vector3 BMLC = PixelToScreen(device, X, Y + Height - blocksize);
            Vector3 BMLM = PixelToScreen(device, X + blocksize, Y + Height - blocksize);
            Vector3 BMRM = PixelToScreen(device, X + Width - blocksize, Y + Height - blocksize);
            Vector3 BMRC = PixelToScreen(device, X + Width, Y + Height - blocksize);

            Vector3 BLC = PixelToScreen(device, X, Y + Height);
            Vector3 BLM = PixelToScreen(device, X + blocksize, Y + Height);
            Vector3 BRM = PixelToScreen(device, X + Width - blocksize, Y + Height);
            Vector3 BRC = PixelToScreen(device, X + Width, Y + Height);

            //top left corner
            Vector2 TTLC = Renderer.TexelToCoord(64, 0, WindowSkin);



            f[0] = new VertexPositionTexture(TLC, Renderer.TexelToCoord(bo, d, WindowSkin));
            //  f[0].TextureCoordinate = TTLC;
            f[1] = new VertexPositionTexture(TLM, Renderer.TexelToCoord(bo + blocksize, d, WindowSkin));
            f[2] = new VertexPositionTexture(TMLC, Renderer.TexelToCoord(bo, d + blocksize, WindowSkin));
            f[3] = new VertexPositionTexture(TLM, new Vector2(buttonoffset + qt, 0 + delta));
            f[4] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[5] = new VertexPositionTexture(TMLC, new Vector2(buttonoffset + 0, qt + delta));
            //top
            f[6] = new VertexPositionTexture(TLM, new Vector2(buttonoffset + qt, 0 + delta));
            f[7] = new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[8] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*
            f[9]  = new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[10] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[11] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*/
            //top right corner
            f[12] = new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[13] = new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[14] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[15] = new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[16] = new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[17] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            //middle left
            f[18] = new VertexPositionTexture(TMLC, new Vector2(buttonoffset + 0, qt + delta));
            f[19] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[20] = new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[21] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[22] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[23] = new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            //*/
            //middle
            f[24] = new VertexPositionTexture(TMLM, new Vector2(buttonoffset + 0 + qt, qt + delta));
            f[25] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[26] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            f[27] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[28] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + 0 + qt * 2, qt * 2 + delta));
            f[29] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            //middle right
            f[30] = new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[31] = new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[32] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[33] = new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[34] = new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[35] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            //bottom left
            f[36] = new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[37] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[38] = new VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            f[39] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[40] = new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[41] = new VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            //bottom
            f[42] = new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[43] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[44] = new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[45] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[46] = new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[47] = new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            //bottom right
            f[48] = new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[49] = new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[50] = new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[51] = new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[52] = new VertexPositionTexture(BRC, new Vector2(buttonoffset + qt * 3, qt * 3 + delta));
            f[53] = new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            //eventually
            return(f);
        }
Beispiel #3
0
        public static VertexPositionTexture[] SlicedQuad(GraphicsDevice device, float X, float Y, float Width, float Height, Renderer.Slice9 TexMap, Texture2D WindowSkin)
        {
            VertexPositionTexture[] f = new VertexPositionTexture[54];
            int ML = TexMap.Left;
            int MR = TexMap.Right;
            int MT = TexMap.Top;
            int MB = TexMap.Bottom;

            Vector3 AA = PixelToScreen(device, X, Y);
            Vector3 AB = PixelToScreen(device, X + ML, Y);
            Vector3 AC = PixelToScreen(device, X + Width - MR, Y);
            Vector3 AD = PixelToScreen(device, X + Width, Y);

            Vector3 BA = PixelToScreen(device, X, Y + MT);
            Vector3 BB = PixelToScreen(device, X + ML, Y + MT);
            Vector3 BC = PixelToScreen(device, X + Width - MR, Y + MT);
            Vector3 BD = PixelToScreen(device, X + Width, Y + MT);

            Vector3 CA = PixelToScreen(device, X, Y + Height - MB);
            Vector3 CB = PixelToScreen(device, X + ML, Y + Height - MB);
            Vector3 CC = PixelToScreen(device, X + Width - MR, Y + Height - MB);
            Vector3 CD = PixelToScreen(device, X + Width, Y + Height - MB);

            Vector3 DA = PixelToScreen(device, X, Y + Height);
            Vector3 DB = PixelToScreen(device, X + ML, Y + Height);
            Vector3 DC = PixelToScreen(device, X + Width - MR, Y + Height);
            Vector3 DD = PixelToScreen(device, X + Width, Y + Height);

            //top left corner
            //Vector2 TTLC = Renderer.TexelToCoord(64, 0, WindowSkin);


            VertexPositionTexture VAA = new VertexPositionTexture(AA, Renderer.TexelToCoord(TexMap.AA, WindowSkin));
            VertexPositionTexture VAB = new VertexPositionTexture(AB, Renderer.TexelToCoord(TexMap.AB, WindowSkin));
            VertexPositionTexture VAC = new VertexPositionTexture(AC, Renderer.TexelToCoord(TexMap.AC, WindowSkin));
            VertexPositionTexture VAD = new VertexPositionTexture(AD, Renderer.TexelToCoord(TexMap.AD, WindowSkin));

            VertexPositionTexture VBA = new VertexPositionTexture(BA, Renderer.TexelToCoord(TexMap.BA, WindowSkin));
            VertexPositionTexture VBB = new VertexPositionTexture(BB, Renderer.TexelToCoord(TexMap.BB, WindowSkin));
            VertexPositionTexture VBC = new VertexPositionTexture(BC, Renderer.TexelToCoord(TexMap.BC, WindowSkin));
            VertexPositionTexture VBD = new VertexPositionTexture(BD, Renderer.TexelToCoord(TexMap.BD, WindowSkin));

            VertexPositionTexture VCA = new VertexPositionTexture(CA, Renderer.TexelToCoord(TexMap.CA, WindowSkin));
            VertexPositionTexture VCB = new VertexPositionTexture(CB, Renderer.TexelToCoord(TexMap.CB, WindowSkin));
            VertexPositionTexture VCC = new VertexPositionTexture(CC, Renderer.TexelToCoord(TexMap.CC, WindowSkin));
            VertexPositionTexture VCD = new VertexPositionTexture(CD, Renderer.TexelToCoord(TexMap.CD, WindowSkin));

            VertexPositionTexture VDA = new VertexPositionTexture(DA, Renderer.TexelToCoord(TexMap.DA, WindowSkin));
            VertexPositionTexture VDB = new VertexPositionTexture(DB, Renderer.TexelToCoord(TexMap.DB, WindowSkin));
            VertexPositionTexture VDC = new VertexPositionTexture(DC, Renderer.TexelToCoord(TexMap.DC, WindowSkin));
            VertexPositionTexture VDD = new VertexPositionTexture(DD, Renderer.TexelToCoord(TexMap.DD, WindowSkin));



            f[0] = VAA;
            f[1] = VAB;
            f[2] = VBA;
            f[3] = VAB;
            f[4] = VBB;
            f[5] = VBA;
            //top
            f[6] = VAB;  // new VertexPositionTexture(TLM, new Vector2(buttonoffset + qt, 0 + delta));
            f[7] = VAC;  // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[8] = VBB;  // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*
            f[9]  = VAC; // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[10] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[11] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*/
            //top right corner
            f[12] = VAC; // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[13] = VAD; // new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[14] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[15] = VAD; // new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[16] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[17] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            //middle left
            f[18] = VBA; // new VertexPositionTexture(TMLC, new Vector2(buttonoffset + 0, qt + delta));
            f[19] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[20] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[21] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[22] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[23] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            //*/
            //middle
            f[24] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + 0 + qt, qt + delta));
            f[25] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[26] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            f[27] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[28] = VCC; // VertexPositionTexture(BMRM, new Vector2(buttonoffset + 0 + qt * 2, qt * 2 + delta));
            f[29] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            //middle right
            f[30] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[31] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[32] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[33] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[34] = VCD; // VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[35] = VCC; // VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            //bottom left
            f[36] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[37] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[38] = VDA; // VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            f[39] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[40] = VDB; // VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[41] = VDA; // VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            //bottom
            f[42] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[43] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[44] = VDB; // new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[45] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[46] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[47] = VDB; // new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            //bottom right
            f[48] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[49] = VCD; // new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[50] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[51] = VCD; // new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[52] = VDD; // new VertexPositionTexture(BRC, new Vector2(buttonoffset + qt * 3, qt * 3 + delta));
            f[53] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            //eventually
            return(f);
        }