/// <summary>
        ///   Renders the specified control using the provided graphics interface
        /// </summary>
        /// <param name="control">Control that will be rendered</param>
        /// <param name="graphics">
        ///   Graphics interface that will be used to draw the control
        /// </param>
        public void Render(
            Controls.Desktop.InputControl control, IFlatGuiGraphics graphics
            )
        {
            RectangleF controlBounds = control.GetAbsoluteBounds();

            // Draw the control's frame and background
            graphics.DrawElement(Style, controlBounds);

            using (graphics.SetClipRegion(controlBounds)) {
                string text = control.Text ?? string.Empty;

                // Amount by which the text will be moved within the input box in
                // order to keep the caret in view even when the text is wider than
                // the input box.
                float left = 0;

                // Only scroll the text within the input box when it has the input
                // focus and the caret is being shown.
                if (control.HasFocus)
                {
                    // Find out where the cursor is from the left end of the text
                    RectangleF stringSize = graphics.MeasureString(
                        Style, controlBounds, text.Substring(0, control.CaretPosition)
                        );

                    // TODO: Renderer should query the size of the control's frame
                    //   Otherwise text will be visible over the frame, which might look bad
                    //   if a skin uses a frame wider than 2 pixels or in a different color
                    //   than the text.
                    while (stringSize.Width + left > controlBounds.Width)
                    {
                        left -= controlBounds.Width / 10.0f;
                    }
                }

                // Draw the text into the input box
                controlBounds.X += left;
                graphics.DrawString(Style, controlBounds, control.Text);

                // If the input box is in focus, also draw the caret so the user knows
                // where characters will be inserted into the text.
                if (control.HasFocus)
                {
                    if (control.MillisecondsSinceLastCaretMovement % 500 < 250)
                    {
                        graphics.DrawCaret(
                            "input.normal", controlBounds, control.Text, control.CaretPosition
                            );
                    }
                }
            }

            // Let the control know that we can provide it with additional informations
            // about how its text is being rendered
            control.OpeningLocator = this;
            this.graphics          = graphics;
        }
Ejemplo n.º 2
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        /// <summary>
        ///   Renders the specified control using the provided graphics interface
        /// </summary>
        /// <param name="control">Control that will be rendered</param>
        /// <param name="graphics">
        ///   Graphics interface that will be used to draw the control
        /// </param>
        public void Render(Controls.Desktop.ListControl control, IFlatGuiGraphics graphics)
        {
            this.graphics = graphics;

            RectangleF controlBounds = control.GetAbsoluteBounds();

            graphics.DrawElement(Style, ref controlBounds);

            // Cache the number of items in the list (as a float, this comes in handy later)
            // and the height of a single item when rendered
            float totalItems = control.Items.Count;
            float rowHeight  = GetRowHeight(controlBounds);

            // Number of items (+fraction) fitting into the list's height
            float itemsInView = controlBounds.Height / rowHeight;

            // Number of items by which the slider can move up and down
            float scrollableArea = Math.Max(totalItems - itemsInView, 0.0f);

            // Index (+fraction) of the item at the top of the list given
            // the slider's current position
            float scrollPosition = control.Slider.ThumbPosition * scrollableArea;

            // Determine the first and the last item we need to draw
            // (no need to draw the whole of the list when only a small subset
            // will end up in the clipping area)
            int firstItem = (int)scrollPosition;
            int lastItem  = (int)Math.Ceiling(scrollPosition + itemsInView);

            lastItem = Math.Min(lastItem, control.Items.Count);

            // Set up a rectangle we can use to track the bounds of the item
            // currently being rendered
            RectangleF itemBounds = controlBounds;

            itemBounds.Y     -= (scrollPosition - firstItem) * rowHeight;
            itemBounds.Height = rowHeight;

            //Force a scissor zone for drawing ! => Will flush the previously accumulated information
            using (graphics.SetClipRegion(ref controlBounds))
            {
                for (int item = firstItem; item < lastItem; ++item)
                {
                    if (control.SelectedItems.Contains(item))
                    {
                        graphics.DrawElement("list.selection", ref itemBounds);
                    }

                    graphics.DrawString(Style, 0, ref itemBounds, control.Items[item].ToString(), false);
                    //graphics.DrawElement("button.normal", itemBounds);
                    itemBounds.Y += rowHeight;
                }
            }

            control.ListRowLocator = this;
        }
Ejemplo n.º 3
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        /// <summary>
        ///     Renders the specified control using the provided graphics interface
        /// </summary>
        /// <param name="control">Control that will be rendered</param>
        /// <param name="graphics">
        ///     Graphics interface that will be used to draw the control
        /// </param>
        public void Render(GuiListControl control, IFlatGuiGraphics graphics)
        {
            _graphics = graphics;

            var controlBounds = control.GetAbsoluteBounds();

            graphics.DrawElement(_style, controlBounds);

            // Cache the number of items in the list (as a float, this comes in handy later)
            // and the height of a single item when rendered
            float totalItems = control.Items.Count;
            var   rowHeight  = GetRowHeight(controlBounds);

            // Number of items (+fraction) fitting into the list's height
            var itemsInView = controlBounds.Height / rowHeight;

            // Number of items by which the slider can move up and down
            var scrollableArea = Math.Max(totalItems - itemsInView, 0.0f);

            // Index (+fraction) of the item at the top of the list given
            // the slider's current position
            var scrollPosition = control.Slider.ThumbPosition * scrollableArea;

            // Determine the first and the last item we need to draw
            // (no need to draw the whole of the list when only a small subset
            // will end up in the clipping area)
            var firstItem = (int)scrollPosition;
            var lastItem  = (int)Math.Ceiling(scrollPosition + itemsInView);

            lastItem = Math.Min(lastItem, control.Items.Count);

            // Set up a rectangle we can use to track the bounds of the item
            // currently being rendered
            var itemBounds = controlBounds;

            itemBounds.Y     -= (scrollPosition - firstItem) * rowHeight;
            itemBounds.Height = rowHeight;

            using (graphics.SetClipRegion(controlBounds))
            {
                for (var item = firstItem; item < lastItem; ++item)
                {
                    if (control.SelectedItems.Contains(item))
                    {
                        graphics.DrawElement("list.selection", itemBounds);
                    }

                    graphics.DrawString(_style, itemBounds, control.Items[item]);
                    itemBounds.Y += rowHeight;
                }
            }

            control.ListRowLocator = this;
        }
        /// <summary>
        ///   Renders the specified control using the provided graphics interface
        /// </summary>
        /// <param name="control">Control that will be rendered</param>
        /// <param name="graphics">
        ///   Graphics interface that will be used to draw the control
        /// </param>
        public void Render(Controls.Desktop.InputControl control, IFlatGuiGraphics graphics)
        {
            RectangleF controlBounds = control.GetAbsoluteBounds();

            // Draw the control's frame and background
            if (control.CustomBackground == null)
            {
                graphics.DrawElement(Style, ref controlBounds);
            }
            else
            {
                graphics.DrawCustomTexture(control.CustomBackground, ref controlBounds);
            }

            if (control.CustomHintImage != null && string.IsNullOrEmpty(control.Text) && !control.HasFocus)
            {
                var bounds = controlBounds;

                bounds.Width  = control.CustomHintImage.Width;
                bounds.Height = control.CustomHintImage.Height;

                if (!control.CustomHintImageOffset.HasValue)
                {
                    var dx = (controlBounds.Height - bounds.Height) / 2;

                    bounds.X += dx;
                    bounds.Y += dx;
                }
                else
                {
                    bounds.X += control.CustomHintImageOffset.Value.X;
                    bounds.Y += control.CustomHintImageOffset.Value.Y;
                }

                graphics.DrawCustomTexture(control.CustomHintImage, ref bounds);
            }

            //Clip the region
            using (graphics.SetClipRegion(ref controlBounds))
            {
                string text = control.Text ?? string.Empty;

                // Amount by which the text will be moved within the input box in
                // order to keep the caret in view even when the text is wider than
                // the input box.
                float left = 0;

                // Only scroll the text within the input box when it has the input
                // focus and the caret is being shown.
                if (control.HasFocus)
                {
                    float offSetSize = 0;
                    // Find out where the cursor is from the left end of the text
                    RectangleF stringSize;
                    if (control.CustomFont == null)
                    {
                        stringSize = graphics.MeasureString(Style, ref controlBounds, text.Substring(0, control.CaretPosition));
                    }
                    else
                    {
                        stringSize = graphics.MeasureString(control.CustomFont, ref controlBounds, text.Substring(0, control.CaretPosition));
                        offSetSize = control.CustomFont.Size;
                    }

                    // exTODO: Renderer should query the size of the control's frame
                    //   Otherwise text will be visible over the frame, which might look bad
                    //   if a skin uses a frame wider than 2 pixels or in a different color
                    //   than the text.
                    while ((stringSize.Width + offSetSize) + left > controlBounds.Width)
                    {
                        left -= controlBounds.Width / 10.0f;
                    }
                }

                // Draw the text into the input box
                controlBounds.X += left;

                string textToDraw = control.Text;
                if (control.IsPassword)
                {
                    textToDraw = new string('*', textToDraw.Length);
                }

                int withCarret = -1;
                // If the input box is in focus, also draw the caret so the user knows
                // where characters will be inserted into the text.
                if (control.HasFocus)
                {
                    if (control.MillisecondsSinceLastCaretMovement % 500 < 250)
                    {
                        withCarret = control.CaretPosition;
                    }
                }

                if (control.ColorSet)
                {
                    ByteColor color = control.Color;

                    if (control.CustomFont != null)
                    {
                        if (!control.TextOffset.HasValue)
                        {
                            var dx = (controlBounds.Height - control.CustomFont.HeightInPoints) / 2;
                            var dy = (controlBounds.Height - control.CustomFont.CharHeight) / 2;

                            controlBounds.X += dx;
                            controlBounds.Y += dy;
                        }
                        else
                        {
                            controlBounds.X += control.TextOffset.Value.X;
                            controlBounds.Y += control.TextOffset.Value.Y;
                        }

                        graphics.DrawString(control.CustomFont, ref controlBounds, textToDraw, ref color, false, withCarret);
                    }
                    else
                    {
                        graphics.DrawString(Style, 0, ref controlBounds, textToDraw, ref color, false, withCarret);
                    }
                }
                else
                {
                    if (control.CustomFont != null)
                    {
                        ByteColor color = control.Color;
                        if (!control.TextOffset.HasValue)
                        {
                            var dx = (controlBounds.Height - control.CustomFont.HeightInPoints) / 2;
                            var dy = (controlBounds.Height - control.CustomFont.CharHeight) / 2;

                            controlBounds.X += dx;
                            controlBounds.Y += dy;
                        }
                        else
                        {
                            controlBounds.X += control.TextOffset.Value.X;
                            controlBounds.Y += control.TextOffset.Value.Y;
                        }

                        graphics.DrawString(control.CustomFont, ref controlBounds, textToDraw, ref color, false, withCarret);
                    }
                    else
                    {
                        graphics.DrawString(Style, 0, ref controlBounds, textToDraw, false, withCarret);
                    }
                }
            }

            // Let the control know that we can provide it with additional informations
            // about how its text is being rendered
            control.OpeningLocator = this;
            this.graphics          = graphics;
        }
        /// <summary>
        ///   Renders the specified control using the provided graphics interface
        /// </summary>
        /// <param name="control">Control that will be rendered</param>
        /// <param name="graphics">
        ///   Graphics interface that will be used to draw the control
        /// </param>
        public void Render(Controls.Desktop.InputKeyCatchControl control, IFlatGuiGraphics graphics)
        {
            RectangleF controlBounds = control.GetAbsoluteBounds();

            // Draw the control's frame and background
            if (control.CustomBackground == null)
            {
                if (control.HasFocus)
                {
                    graphics.DrawElement(Style, ref controlBounds, ref control.HasFocusBackColor);
                }
                else
                {
                    graphics.DrawElement(Style, ref controlBounds);
                }
            }
            else
            {
                graphics.DrawCustomTexture(control.CustomBackground, ref controlBounds);
            }

            if (control.CustomHintImage != null && string.IsNullOrEmpty(control.Text) && !control.HasFocus)
            {
                var bounds = controlBounds;

                bounds.Width  = control.CustomHintImage.Width;
                bounds.Height = control.CustomHintImage.Height;

                var dx = (controlBounds.Height - bounds.Height) / 2;

                bounds.X += dx;
                bounds.Y += dx;

                graphics.DrawCustomTexture(control.CustomHintImage, ref bounds);
            }

            using (graphics.SetClipRegion(ref controlBounds))
            {
                string text = control.Text ?? string.Empty;

                // Amount by which the text will be moved within the input box in
                // order to keep the caret in view even when the text is wider than
                // the input box.
                float left = 0;

                // Only scroll the text within the input box when it has the input
                // focus and the caret is being shown.
                if (control.HasFocus)
                {
                    // Find out where the cursor is from the left end of the text
                    RectangleF stringSize = graphics.MeasureString(Style, ref controlBounds, text);

                    // exTODO: Renderer should query the size of the control's frame
                    //   Otherwise text will be visible over the frame, which might look bad
                    //   if a skin uses a frame wider than 2 pixels or in a different color
                    //   than the text.
                    while (stringSize.Width + left > controlBounds.Width)
                    {
                        left -= controlBounds.Width / 10.0f;
                    }
                }

                // Draw the text into the input box
                controlBounds.X += left;

                string textToDraw = control.Text;

                // If the input box is in focus, also draw the caret so the user knows
                // where characters will be inserted into the text.
                if (control.ColorSet)
                {
                    ByteColor color = control.Color;

                    if (control.CustomFont != null)
                    {
                        var move = (controlBounds.Height - control.CustomFont.CharHeight) / 2;
                        controlBounds.X += move;
                        controlBounds.Y += move;
#if DEBUG
                        if (move <= 2)
                        {
                            logger.Warn("Input component height ({0}) too small for the font size ({1})!", controlBounds.Height, control.CustomFont.CharHeight);
                        }
#endif
                        graphics.DrawString(control.CustomFont, ref controlBounds, textToDraw, ref color, false);
                    }
                    else
                    {
                        graphics.DrawString(Style, 0, ref controlBounds, textToDraw, ref color, false);
                    }
                }
                else
                {
                    if (control.CustomFont != null)
                    {
                        ByteColor color = control.Color;
                        var       move  = (controlBounds.Height - control.CustomFont.CharHeight) / 2;
                        controlBounds.X += move;
                        controlBounds.Y += move;

                        graphics.DrawString(control.CustomFont, ref controlBounds, textToDraw, ref color, false);
                    }
                    else
                    {
                        graphics.DrawString(Style, 0, ref controlBounds, textToDraw, false);
                    }
                }
            }

            // Let the control know that we can provide it with additional informations
            // about how its text is being rendered
            this.graphics = graphics;
        }