Example #1
0
        /// <summary>
        /// Keeps the text view data in sync with this surface.
        /// </summary>
        protected virtual void ResetArea()
        {
            RenderRects = new Rectangle[area.Width * area.Height];
            RenderCells = new Cell[area.Width * area.Height];

            int index = 0;

            for (int y = 0; y < area.Height; y++)
            {
                for (int x = 0; x < area.Width; x++)
                {
                    RenderRects[index] = font.GetRenderRect(x, y);
                    RenderCells[index] = cells[(y + area.Top) * width + (x + area.Left)];
                    index++;
                }
            }

            // TODO: Optimization by calculating AbsArea and seeing if it's diff from current, if so, don't create new RenderRects
            AbsoluteArea = new Rectangle(0, 0, area.Width * font.Size.X, area.Height * font.Size.Y);

            if (LastRenderResult.Bounds.Size != AbsoluteArea.Size)
            {
                LastRenderResult.Dispose();
                LastRenderResult = new RenderTarget2D(Global.GraphicsDevice, AbsoluteArea.Width, AbsoluteArea.Height, false, Global.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            }
        }
        /// <summary>
        /// Calculates which cells to draw based on <see cref="BasicSurface.RenderArea"/>.
        /// </summary>
        public override void SetRenderCells()
        {
            if (!initDone)
            {
                return;
            }

            RenderRects = new Rectangle[area.Width * area.Height];

            for (int l = 0; l < LayerCount; l++)
            {
                ResetAreaLayer(layers[l]);
            }

            int index = 0;

            for (int y = 0; y < area.Height; y++)
            {
                for (int x = 0; x < area.Width; x++)
                {
                    RenderRects[index] = Font.GetRenderRect(x, y);
                    index++;
                }
            }

            // TODO: Optimization by calculating AbsArea and seeing if it's diff from current, if so, don't create new RenderRects
            AbsoluteArea = new Rectangle(0, 0, area.Width * Font.Size.X, area.Height * Font.Size.Y);

            if (LastRenderResult.Bounds.Size != AbsoluteArea.Size)
            {
                LastRenderResult.Dispose();
                LastRenderResult = new RenderTarget2D(Global.GraphicsDevice, AbsoluteArea.Width, AbsoluteArea.Height, false, Global.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            }
        }
Example #3
0
        /// <summary>
        /// Calculates which cells to draw based on <see cref="SurfaceView.RenderArea"/>.
        /// </summary>
        public virtual void SetRenderCells()
        {
            if (data == null)
            {
                return;
            }

            if (viewArea.Left + viewArea.Width > data.Width || viewArea.Top + viewArea.Height > data.Height)
            {
                throw new ArgumentOutOfRangeException("RenderArea", "Area is out of range of the surface");
            }

            renderArea  = new Rectangle(0, 0, viewArea.Width, viewArea.Height);
            renderRects = new Rectangle[viewArea.Width * viewArea.Height];
            cells       = new Cell[viewArea.Width * viewArea.Height];

            int index = 0;

            for (int y = 0; y < viewArea.Height; y++)
            {
                for (int x = 0; x < viewArea.Width; x++)
                {
                    renderRects[index] = font.GetRenderRect(x, y);
                    RenderCells[index] = data[(y + viewArea.Top) * data.Width + (x + viewArea.Left)];
                    index++;
                }
            }

            cells        = RenderCells;
            AbsoluteArea = new Rectangle(0, 0, viewArea.Width * font.Size.X, viewArea.Height * font.Size.Y);

            if (LastRenderResult.Bounds.Width != AbsoluteArea.Width || LastRenderResult.Bounds.Height != AbsoluteArea.Height)
            {
                LastRenderResult.Dispose();
                LastRenderResult = new RenderTarget2D(Global.GraphicsDevice, AbsoluteArea.Width, AbsoluteArea.Height, false, Global.GraphicsDevice.DisplayMode.Format, DepthFormat.Depth24);
            }
        }