Example #1
0
            public override void Update()
            {
                if (AuthUI.IsModalActive)
                {
                    return;
                }

                if (parent.newWorldDialog.Active)
                {
                    parent.newWorldDialog.Update();
                    return;
                }

                // We need to do this ever frame instead of just at activation
                // time since deactivation of the previous scene and activation
                // of this scene don't always happen in that order.
                AuthUI.ShowStatusDialog();

                parent.saveLevelDialog.Update();
                shared.communityShareMenu.Update();

                parent.saveChangesMessage.Update();
                parent.saveChangesWithDiscardMessage.Update();
                parent.shareSuccessMessage.Update();
                parent.noCommunityMessage.Update();

                // If any of the dialogs are active, we don't want to look for input.
                if (parent.saveLevelDialog.Active ||
                    parent.saveChangesMessage.Active ||
                    parent.saveChangesWithDiscardMessage.Active ||
                    parent.shareSuccessMessage.Active ||
                    parent.noCommunityMessage.Active
                    )
                {
                    return;
                }

                // Ensure camera matches screen.
                shared.camera.Resolution = new Point((int)BokuGame.ScreenSize.X, (int)BokuGame.ScreenSize.Y);
                shared.camera.Update();

                // Update menu.
                shared.menu.Update(shared.camera, ref shared.worldMatrix);

                // Ensure the help overlay is up to date.
                HelpOverlay.RefreshTexture();
            }   // end of MiniHub UpdateObj Update()
Example #2
0
            public override void Render(Camera camera)
            {
                if (!parent.Active)
                {
                    return;
                }

                ScreenSpaceQuad quad   = ScreenSpaceQuad.GetInstance();
                GraphicsDevice  device = BokuGame.bokuGame.GraphicsDevice;

                HelpOverlay.RefreshTexture();

                RenderTarget2D rt = UI2D.Shared.RenderTarget1024_768;

                Vector2 screenSize = new Vector2(device.Viewport.Width, device.Viewport.Height);
                Vector2 rtSize     = new Vector2(rt.Width, rt.Height);

                if (shared.dataChanged)
                {
                    shared.dataChanged = false;

#if RenderColorBlocks
                    InGame.SetRenderTarget(rt);

                    // Clear the screen.
                    InGame.Clear(Color.Black);

                    // Render data block to screen.
                    Vector4 colorLo = new Vector4(0, 0, 0, 1);
                    Vector4 colorHi = new Vector4(0, 0, 0, 1);
                    for (int j = 0; j < blockH; j++)
                    {
                        for (int i = 0; i < blockW; i++)
                        {
                            byte b = shared.data[i + j * blockW];

                            byte lo = (byte)(b & 0x0f);
                            byte hi = (byte)((b & 0xf0) >> 4);

                            // Least significant bits go into red.
                            colorLo.X = (lo & 0x03) * 0.25f + 0.125f;
                            colorLo.Y = ((lo >> 2) & 0x03) * 0.25f + 0.125f;

                            colorHi.X = (hi & 0x03) * 0.25f + 0.125f;
                            colorHi.Y = ((hi >> 2) & 0x03) * 0.25f + 0.125f;

                            Block(colorLo, colorHi, i, j);
                        }
                    }

                    InGame.RestoreRenderTarget();
#else
                    try
                    {
                        // Render data block into memory.
                        Color colorLo = Color.Black;
                        Color colorHi = Color.Black;
                        for (int j = 0; j < blockH; j++)
                        {
                            for (int i = 0; i < blockW; i++)
                            {
                                byte b = shared.data[i + j * blockW];

                                byte lo = (byte)(b & 0x0f);
                                byte hi = (byte)((b & 0xf0) >> 4);

                                // Least significant bits go into red.
                                colorLo.R = (byte)((lo & 0x03) * 64 + 32);
                                colorLo.G = (byte)(((lo >> 2) & 0x03) * 64 + 32);

                                colorHi.R = (byte)((hi & 0x03) * 64 + 32);
                                colorHi.G = (byte)(((hi >> 2) & 0x03) * 64 + 32);

                                MemBlock(colorLo, colorHi, i, j);
                            }
                        }

                        shared.texture.SetData <Color>(shared.colors);

                        // Copy to rendertarget.
                        InGame.SetRenderTarget(rt);
                        quad.Render(shared.texture, Vector2.Zero, new Vector2(shared.texture.Width, shared.texture.Height), "TexturedNoAlpha");
                        InGame.RestoreRenderTarget();
                    }
                    catch (Exception e)
                    {
                        if (e != null)
                        {
                        }

                        // Something faileded, try again next frame.
                        shared.dataChanged = true;
                    }
#endif
                }

                InGame.Clear(Color.Black);

                quad.Render(rt, Vector2.Zero, rtSize, @"TexturedNoAlpha");
            }   // end of Render()
Example #3
0
            public override void Render(Camera camera)
            {
                GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice;

                HelpOverlay.RefreshTexture();

                RenderTarget2D rt         = UI2D.Shared.RenderTargetDepthStencil1280_720;
                Vector2        screenSize = BokuGame.ScreenSize;
                Vector2        rtSize     = new Vector2(rt.Width, rt.Height);

                if (skipFrames > 0 || shared.waitingForStorage)
                {
                    InGame.Clear(Color.Black);
                    --skipFrames;
                    return;
                }

                shared.liveFeed.FeedSize = shared.liveFeed.ResetScrollBoxSize;
                InGame.SetRenderTarget(rt);

                // Clear the screen & z-buffer.
                InGame.Clear(Color.Black);

                // Apply the background.
                ScreenSpaceQuad quad = ScreenSpaceQuad.GetInstance();

                Vector2 position = Vector2.Zero;

                quad.Render(shared.backgroundTexture, position, rtSize, @"TexturedNoAlpha");

                Color textColor = new Color(21, 125, 178);

                if (parent.newWorldDialog.Active)
                {
                    // Hide the dialog if auth UI is active.  Just keeps things cleaner.
                    if (!AuthUI.IsModalActive)
                    {
                        // If options menu is active, render instead of main menu.
                        parent.newWorldDialog.Render(new Vector2(rt.Width, rt.Height));
                    }
                }
                else if (shared.optionsMenu.Active)
                {
                    // Hide the menu if auth UI is active.  Just keeps things cleaner.
                    if (!AuthUI.IsModalActive)
                    {
                        // If options menu is active, render instead of main menu.
                        shared.optionsMenu.Render();
                    }
                }
                else
                {
                    // Render url
                    SpriteBatch         batch = UI2D.Shared.SpriteBatch;
                    UI2D.Shared.GetFont Font  = UI2D.Shared.GetGameFont24;
                    Vector2             size  = Font().MeasureString(shared.screenUrl);
                    Vector2             pos   = new Vector2(rt.Width / 2 - size.X / 2, 586);
                    batch.Begin();
                    TextHelper.DrawString(Font, shared.screenUrl, pos, textColor);
                    batch.End();
                    shared.urlBox.Set(pos, pos + size);

                    // Hide the menu if auth UI is active.  Just keeps things cleaner.
                    if (!AuthUI.IsModalActive)
                    {
                        // Render menu using local cameras.
                        ShaderGlobals.SetCamera(shared.camera);
                        shared.menu.WorldMatrix = Matrix.CreateTranslation(0.0f, -0.3f, 0.0f);
                        shared.menu.Render(shared.camera);
                    }

                    // Render Boku.
                    ShaderGlobals.SetCamera(shared.bokuCamera);
                    string oldRig = BokuGame.bokuGame.shaderGlobals.PushLightRig(ShaderGlobals.GreeterRigName);

                    // TODO (****) How to temporarily disable point lights???
                    // Do we really need to?
                    //Luz.SetToEffect(true); // disable scene point lights

                    if (BokuGame.bMarsMode)
                    {
                        shared.boku.Movement.Position = new Vector3(-0.0f, 0.25f, -0.5f);
                        shared.boku.ReScale           = 0.50f;

                        //quad = ScreenSpaceQuad.GetInstance();
                        //float wid=shared.jplTexture.Width/2;
                        //position = new Vector2(1250-(wid), 20);
                        //quad.Render(shared.jplTexture, position, new Vector2(wid, shared.jplTexture.Height/2), @"TexturedRegularAlpha");
                    }
                    else
                    {
                        shared.boku.Movement.Position = new Vector3(0.0f, 0.0f, 0.0f);
                    }
                    fVal += 0.01f;

                    // Be sure to set the right camera so the env map looks correct.
                    ShaderGlobals.SetCamera(shared.bokuCamera);

                    shared.boku.RenderObject.Render(shared.bokuCamera);

                    // TODO (****) How to temporarily disable point lights???
                    //Luz.SetToEffect(false); // re-enable scene point lights
                    BokuGame.bokuGame.shaderGlobals.PopLightRig(oldRig);
                }

                InGame.RestoreRenderTarget();

                InGame.Clear(new Color(20, 20, 20));
                InGame.SetViewportToScreen();

                // Copy the rendered scene to the backbuffer.
                {
                    ScreenWarp.FitRtToScreen(rtSize);

                    quad.Render(rt, ScreenWarp.RenderPosition, ScreenWarp.RenderSize, @"TexturedNoAlpha");
                }

                // Render news feed.
                if (!shared.optionsMenu.Active)
                {
                    shared.liveFeed.Render();
                }

                // Hide overlay if auth UI is active.
                if (!AuthUI.IsModalActive)
                {
                    HelpOverlay.Render();
                }

                // Render text dialogs if being shown by OptionsMenu.
                // TODO (****) Need to get rid of rendering to RTs where possible.
                // TODO (****) Need to split OptionsMenu from MainMenu.
                if (shared.optionsMenu.Active)
                {
                    InGame.inGame.shared.smallTextDisplay.Render();
                    InGame.inGame.shared.scrollableTextDisplay.Render();
                }

                MainMenu.Instance.prevSessionCrashedMessage.Render();
                MainMenu.Instance.noCommunityMessage.Render();
                MainMenu.Instance.noSharingMessage.Render();
            }   // end of Render()