public BitmapFont(Texture2D fontTextureGraphic, string fontPattern) { // the font could be an extended character set - let's say for Chinese // default it to 256, but search for the largest number. mTextures = new Texture2D[1]; mTextures[0] = fontTextureGraphic; //mTextureName = mTexture.Name; SetFontPattern(fontPattern); }
public Sprite FindSpriteWithTexture(Texture2D texture) { for (int i = 0; i < Count; i++) { Sprite sprite = this[i]; if (sprite.Texture == texture) { return(sprite); } } return(null); }
/// <summary> /// Adds a custom-textured Marker which will be positioned at the time specified /// by the "value" argument referencing the referenceObject argument. /// </summary> /// <param name="value">The time at which to place the new Marker.</param> /// <param name="referenceObject">The object that the Marker will reference - can be null.</param> /// <param name="textureToUse">The new Marker's texture - will use the default texture if null.</param> /// <returns>The newly-created Marker.</returns> #endregion public Marker AddMarker(double value, object referenceObject, Texture2D textureToUse) { Marker marker = new Marker(); marker.Value = value; marker.ReferenceObject = referenceObject; marker.Texture = textureToUse; // if the marker has a null texture then the default rendering is used. markerArray.Add(marker); return(marker); }
/// <summary> /// Returns a one-way SpriteList containing all Sprites in this SpriteList which reference the texture argument. /// </summary> /// <param name="texture">The texture to match against.</param> /// <returns>SpriteList containing Sprites with matching textures.</returns> #endregion public SpriteList FindSpritesWithTexture(Texture2D texture) { SpriteList spriteListToReturn = new SpriteList(); for (int i = 0; i < Count; i++) { Sprite sprite = this[i]; if (sprite.Texture == texture) { spriteListToReturn.AddOneWay(sprite); } } return(spriteListToReturn); }
// made public for unit tests public static void Initialize(Texture2D guiTextureToUse, Cursor cursor) #endif { #if FRB_MDX || XNA3_1 RemoveInvisibleDominantWindows = true; #else RemoveInvisibleDominantWindows = false; #endif mPerishableArrayReadOnly = new ReadOnlyCollection<IWindow>(mPerishableArray); // Currently make the FRB XNA default to not using the UI, but the FRB MDX to true TextHeight = 2; TextSpacing = 1; mUIEnabled = true; // sr.WriteLine("Inside the GuiManager constructor"); // sr.Close(); mCursors = new List<Cursor>(); mCursors.Add(cursor); mWindowArray = new WindowArray(); mReadOnlyWindowArray = new ReadOnlyCollection<IWindow>(mWindowArray); mDominantWindows = new List<IWindow>(); #if !MONOGAME && !SILVERLIGHT && !UNIT_TESTS && !XNA4 RenderingBasedInitializize(); #endif BringsClickedWindowsToFront = true; try { #if FRB_MDX if (System.IO.File.Exists(FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/upDirectory.bmp")) { mUpDirectory = FlatRedBallServices.Load<Texture2D>( FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/upDirectory.bmp", InternalGuiContentManagerName); } if (System.IO.File.Exists(FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursorTextBox.bmp")) { mCursorTextBox = FlatRedBallServices.Load<Texture2D>( FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursorTextBox.bmp", InternalGuiContentManagerName); } if (guiTextureToUse != null && guiTextureToUse != "") { guiTexture = FlatRedBallServices.Load<Texture2D>( guiTextureToUse, InternalGuiContentManagerName); RefreshTextSize(); } #elif SUPPORTS_FRB_DRAWN_GUI guiTexture = guiTextureToUse; RefreshTextSize(); #endif } catch(Exception e) { #if XBOX360 || SILVERLIGHT || WINDOWS_PHONE || MONODROID || WINDOWS_8 || IOS throw e; #else System.Windows.Forms.MessageBox.Show("Error setting GuiManager textures." + " If you are seeing this, one reason may be that you do not have the " + " correct Managed DirectX files on your computer. To download them, " + " go to www.flatredball.com, click on Resources on the top bar " + " and click on the \"DirectX Web Installer\" link under FlatRedBall " + " Prerequisites. If you have already done this and your problem is not " + " solved, please visit the forums on www.flatredball.com and post about your " + " problem.\n\nAdditional Information:\n" + e.ToString()); #endif } try { nfi = new System.Globalization.NumberFormatInfo(); //replaced the above line with the one below to used streamed images. #if FRB_MDX if ( FlatRedBallServices.IsWindowsCursorVisible == false && System.IO.File.Exists(FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursor1.bmp")) { mCursors[0].SetCursor( FlatRedBallServices.Load<Texture2D>( FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursor1.bmp", InternalGuiContentManagerName), .5f, -.5f, 1); } #endif ShowingCursorTextBox = true; renderingNotes = new List<String>(); } catch(Exception e) { #if XBOX360 || SILVERLIGHT || WINDOWS_PHONE || MONODROID || MONOGAME throw e; #else System.Windows.Forms.MessageBox.Show("Error wrapping up GuiManager creation\n\n" + e.ToString()); #endif } #if SUPPORTS_FRB_DRAWN_GUI SetPropertyGridTypeAssociations(); #endif // Let's do some updates because we want to make sure our "last" values are set to the current value // so we don't have any movement on the cursor initially: cursor.Update(TimeManager.CurrentTime); cursor.Update(TimeManager.CurrentTime); }
public virtual void SetOverlayTextures(Texture2D upTexture, Texture2D downTexture) { mOverlayTexture = upTexture; SetAnimationChain(null); }