Example #1
0
        /// <summary>
        /// Move the window by the pixel offsets specified in \a offset.
        /// This is intended for internal system use - it is the method by
        /// which the title bar moves the frame window.
        /// </summary>
        /// <param name="offset">
        /// Vector2 object containing the offsets to apply (offsets are in screen pixels).
        /// </param>
        public void OffsetPixelPosition(Lunatics.Mathematics.Vector2 offset)
        {
            var uOffset = new UVector2(UDim.Absolute(/*PixelAligned(*/ offset.X /*)*/),
                                       UDim.Absolute(/*PixelAligned(*/ offset.Y /*)*/));

            SetPosition(d_area.Position + uOffset);
        }
Example #2
0
        private void LoadFntFile(Stream stream)
        {
            var fnt = XElement.Load(stream);

            var info   = fnt.Element("info");
            var common = fnt.Element("common");
            var pages  = fnt.Element("pages");

            var face = info.Attribute("face").Value;

            d_ascender  = XmlConvert.ToSingle(common.Attribute("base").Value);
            d_height    = XmlConvert.ToSingle(common.Attribute("lineHeight").Value);
            d_descender = d_ascender - d_height;

            foreach (var page in pages.Elements("page"))
            {
                var pageId   = page.Attribute("id").Value;
                var pageFile = page.Attribute("file").Value;
                System.GetSingleton().GetRenderer()
                .CreateTexture(d_name + "_glyph_images_page_id_" + pageId, pageFile,
                               String.IsNullOrEmpty(d_resourceGroup)
                                         ? GetDefaultResourceGroup()
                                         : d_resourceGroup);
            }

            var chars = fnt.Element("chars");

            foreach (var @char in chars.Elements("char"))
            {
                var pageId = d_name + "_glyph_images_page_id_" + @char.Attribute("page").Value;
                var charId = (char)XmlConvert.ToUInt32(@char.Attribute("id").Value);
                var area   = new Rectf(new Lunatics.Mathematics.Vector2(XmlConvert.ToSingle(@char.Attribute("x").Value),
                                                                        XmlConvert.ToSingle(@char.Attribute("y").Value)),
                                       new Sizef(XmlConvert.ToSingle(@char.Attribute("width").Value),
                                                 XmlConvert.ToSingle(@char.Attribute("height").Value)));
                var offset = new Lunatics.Mathematics.Vector2(XmlConvert.ToSingle(@char.Attribute("xoffset").Value),
                                                              XmlConvert.ToSingle(@char.Attribute("yoffset").Value) - d_ascender);
                d_cp_map[charId] = new FntGlyph(XmlConvert.ToSingle(@char.Attribute("xadvance").Value),
                                                new BitmapImage(charId.ToString(global::System.Globalization.CultureInfo.InvariantCulture),
                                                                System.GetSingleton().GetRenderer().GetTexture(pageId),
                                                                area, offset,
                                                                d_autoScaled,
                                                                d_nativeResolution),
                                                true);
                if (d_maxCodepoint < charId)
                {
                    d_maxCodepoint = charId;
                }
            }

            //foreach (var kerning in chars.Elements("kerning"))
            //{
            //    var first = XmlConvert.ToChar(kerning.Attribute("first").Value);
            //    var second = XmlConvert.ToChar(kerning.Attribute("second").Value);
            //    var amount = XmlConvert.ToSingle(kerning.Attribute("amount").Value);
            //    if (!_kerningPairs.ContainsKey(first))
            //        _kerningPairs.Add(first, new Dictionary<char, float>());
            //    _kerningPairs[first].Add(second, amount);
            //}
        }
Example #3
0
        private bool handleCursorMoveEvent(SemanticInputEvent @event)
        {
            var new_position = new Lunatics.Mathematics.Vector2(
                @event.d_payload.array[0],
                @event.d_payload.array[1]);

            // setup cursor movement event args object.
            var ciea = new CursorInputEventArgs(null);

            ciea.moveDelta = new_position - _cursor.GetPosition();

            // no movement means no event
            if ((ciea.moveDelta.X == 0) && (ciea.moveDelta.Y == 0))
            {
                return(false);
            }

            ciea.scroll = 0;
            ciea.Source = CursorInputSource.None;
            ciea.state  = d_cursorsState;

            // move cursor to new position
            _cursor.SetPosition(new_position);
            // update position in args (since actual position may be constrained)
            ciea.Position = _cursor.GetPosition();

            return(HandleCursorMoveImpl(ciea));
        }
Example #4
0
        private bool CalculateTextureAndRenderAreas(Rectf renderSettingDestArea, ref Rectf?clippingArea, out Rectf finalRect, ref Rectf texRect)
        {
            var dest = (renderSettingDestArea);

            // apply rendering offset to the destination Rect
            dest.Offset(d_scaledOffset);

            // get the rect area that we will actually draw to (i.e. perform clipping)
            finalRect = clippingArea.HasValue ? dest.GetIntersection(clippingArea.Value) : dest;

            // check if rect was totally clipped
            if ((finalRect.Width == 0) || (finalRect.Height == 0))
            {
                return(true);
            }

            // Obtain correct scale values from the texture
            var texelScale = _texture.GetTexelScaling();
            var texPerPix  = new Lunatics.Mathematics.Vector2(d_imageArea.Width / dest.Width,
                                                              d_imageArea.Height / dest.Height);

            // calculate final, clipped, texture co-ordinates
            texRect = new Rectf((d_imageArea.d_min + ((finalRect.d_min - dest.d_min) * texPerPix)) * texelScale,
                                (d_imageArea.d_max + ((finalRect.d_max - dest.d_max) * texPerPix)) * texelScale);

            // TODO: This is clearly not optimal but the only way to go with the current
            // Font rendering system. Distance field rendering would allow us to ignore the
            // pixel alignment.
            finalRect.d_min.X = CoordConverter.AlignToPixels(finalRect.d_min.X);
            finalRect.d_min.Y = CoordConverter.AlignToPixels(finalRect.d_min.Y);
            finalRect.d_max.X = CoordConverter.AlignToPixels(finalRect.d_max.X);
            finalRect.d_max.Y = CoordConverter.AlignToPixels(finalRect.d_max.Y);

            return(false);
        }
Example #5
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="name"></param>
 /// <param name="texture"></param>
 /// <param name="pixelArea"></param>
 /// <param name="pixelOffset"></param>
 /// <param name="autoScaled"></param>
 /// <param name="nativeResolution"></param>
 public BitmapImage(string name, Texture texture,
                    Rectf pixelArea, Lunatics.Mathematics.Vector2 pixelOffset,
                    AutoScaledMode autoScaled, Sizef nativeResolution)
     : base(name, pixelOffset, pixelArea, autoScaled, nativeResolution)
 {
     _texture = texture;
 }
Example #6
0
        /// <summary>
        /// Set the current mouse cursor position
        /// </summary>
        /// <param name="position">
        /// Point object describing the new location for the mouse.  This will be clipped to within the renderer screen area.
        /// </param>
        public void SetPosition(Lunatics.Mathematics.Vector2 position)
        {
            d_position = position;
            ConstrainPosition();

            UpdateGeometryBuffersTranslation();
        }
Example #7
0
        /// <summary>
        /// Set the appropriate mouse cursor for the given window-relative pixel point.
        /// </summary>
        /// <param name="pt"></param>
        protected void SetCursorForPoint(Lunatics.Mathematics.Vector2 pt)
        {
            switch (GetSizingBorderAtPoint(pt))
            {
            case SizingLocation.SizingTop:
            case SizingLocation.SizingBottom:
                GetGUIContext().GetCursor().SetImage(_nsSizingCursor);
                break;

            case SizingLocation.SizingLeft:
            case SizingLocation.SizingRight:
                GetGUIContext().GetCursor().SetImage(_ewSizingCursor);
                break;

            case SizingLocation.SizingTopLeft:
            case SizingLocation.SizingBottomRight:
                GetGUIContext().GetCursor().SetImage(_nwseSizingCursor);
                break;

            case SizingLocation.SizingTopRight:
            case SizingLocation.SizingBottomLeft:
                GetGUIContext().GetCursor().SetImage(_neswSizingCursor);
                break;

            default:
                GetGUIContext().GetCursor().SetImage(GetCursor());
                break;
            }
        }
Example #8
0
        /// <summary>
        /// Update the internal state of the widget with the mouse at the given position.
        /// </summary>
        /// <param name="mousePos">
        /// Point object describing, in screen pixel co-ordinates, the location of the mouse cursor.
        /// </param>
        protected void UpdateInternalState(Lunatics.Mathematics.Vector2 mousePos)
        {
            bool oldstate = _hovering;

            // assume not hovering
            _hovering = false;

            // if input is captured, but not by 'this', then we never hover highlight
            var captureWnd = GetCaptureWindow();

            if (captureWnd == null)
            {
                _hovering = (GetGUIContext().GetWindowContainingCursor() == this && IsHit(mousePos));
            }
            else
            {
                _hovering = (captureWnd == this && IsHit(mousePos));
            }

            // if state has changed, trigger a re-draw
            // and possible make the parent menu open another popup
            if (oldstate != _hovering)
            {
                // are we attached to a menu ?
                var menu = OwnerList as MenuBase;
                if (menu != null)
                {
                    if (_hovering)
                    {
                        // does this menubar only allow one popup open? and is there a popup open?
                        var curpopup = menu.GetPopupMenuItem();

                        if (!menu.IsMultiplePopupsAllowed())
                        {
                            if (curpopup != this && curpopup != null)
                            {
                                if (!HasAutoPopup())
                                {
                                    // open this popup instead
                                    OpenPopupMenu();
                                }
                                else
                                {
                                    // start close timer on current popup
                                    menu.SetPopupMenuItemClosing();
                                    StartPopupOpening();
                                }
                            }
                            else
                            {
                                StartPopupOpening();
                            }
                        }
                    }
                }

                Invalidate(false);
            }
        }
Example #9
0
        /// <summary>
        /// Offset the mouse cursor position by the deltas specified in \a offset.
        /// </summary>
        /// <param name="offset">
        /// Point object which describes the amount to move the cursor in each axis.
        /// </param>
        public void OffsetPosition(Lunatics.Mathematics.Vector2 offset)
        {
            d_position.X += offset.X;
            d_position.Y += offset.Y;
            ConstrainPosition();

            UpdateGeometryBuffersTranslation();
        }
Example #10
0
        /*!
         *  \brief
         *          Given window location \a pt, return a value indicating what change should be
         *          made to the slider.
         *
         *  \param pt
         *          Point object describing a pixel position in window space.
         *
         *  \return
         *          - -1 to indicate slider should be moved to a lower setting.
         *          -  0 to indicate slider should not be moved.
         *          - +1 to indicate slider should be moved to a higher setting.
         */

        protected virtual float GetAdjustDirectionFromPoint(Lunatics.Mathematics.Vector2 pt)
        {
            if (d_windowRenderer != null)
            {
                return(((SliderWindowRenderer)d_windowRenderer).GetAdjustDirectionFromPoint(pt));
            }

            throw new InvalidRequestException("This function must be implemented by the window renderer module");
        }
Example #11
0
        /// <summary>
        /// Return whether the required minimum movement threshold before initiating dragging
        /// has been exceeded.
        /// </summary>
        /// <param name="localMouse">
        /// Mouse position as a pixel offset from the top-left corner of this window.
        /// </param>
        /// <returns>
        /// - true if the threshold has been exceeded and dragging should be initiated.
        /// - false if the threshold has not been exceeded.
        /// </returns>
        protected bool IsDraggingThresholdExceeded(Lunatics.Mathematics.Vector2 localMouse)
        {
            // calculate amount mouse has moved.
            var deltaX = Math.Abs(localMouse.X - CoordConverter.AsAbsolute(_dragPoint.d_x, d_pixelSize.Width));
            var deltaY = Math.Abs(localMouse.Y - CoordConverter.AsAbsolute(_dragPoint.d_y, d_pixelSize.Height));

            // see if mouse has moved far enough to start dragging operation
            return(deltaX > _dragThreshold || deltaY > _dragThreshold);
        }
Example #12
0
        public override void AutoPositionSize(Lunatics.Mathematics.Vector2 position, Sizef ownerSize)
        {
            var view      = GetView();
            var totalArea = view.GetUnclippedOuterRect().Get();

            var contentArea           = _itemViewRenderer.GetViewRenderArea(view, false, false);
            var withScrollContentArea = _itemViewRenderer.GetViewRenderArea(view, true, true);

            var frameSize           = totalArea.Size - contentArea.Size;
            var withScrollFrameSize = totalArea.Size - withScrollContentArea.Size;
            var contentSize         = new Sizef(view.GetRenderedMaxWidth(), view.GetRenderedTotalHeight());

            var parentSize = view.GetParentPixelSize();
            var maxSize    =
                new Sizef(ownerSize.Width /*parentSize.Width - CoordConverter.AsAbsolute(view.GetXPosition(), parentSize.Width)*/,
                          0.8f * parentSize.Height /*CoordConverter.AsAbsolute(view.GetYPosition(), parentSize.Height)*/);

            var requiredSize = frameSize + contentSize + new Sizef(1, 1);

            if (requiredSize.Height > maxSize.Height)
            {
                requiredSize.Height = maxSize.Height;
                requiredSize.Width  = Math.Min(maxSize.Width,
                                               requiredSize.Width - frameSize.Width + withScrollFrameSize.Width);
                view.SetVertScrollbarDisplayMode(ScrollbarDisplayMode.Shown);
            }
            else
            {
                view.SetVertScrollbarDisplayMode(ScrollbarDisplayMode.Hidden);
            }

            requiredSize.Width = ownerSize.Width;
            if (requiredSize.Width > maxSize.Width)
            {
                requiredSize.Width  = maxSize.Width;
                requiredSize.Height = Math.Min(maxSize.Height,
                                               requiredSize.Height - frameSize.Height + withScrollFrameSize.Height);
                view.SetHorzScrollbarDisplayMode(ScrollbarDisplayMode.Shown);
            }
            else
            {
                view.SetHorzScrollbarDisplayMode(ScrollbarDisplayMode.Hidden);
            }

            var posY = position.Y + (ownerSize.Height - requiredSize.Height) / 2f;

            posY  = posY < 0f ? 0f : posY;
            posY -= posY + requiredSize.Height > parentSize.Height
                    //? parentSize.Height - (posY + requiredSize.Height + 1f)
                                  ? (posY + requiredSize.Height) - parentSize.Height
                                  : 0f;

            view.SetPosition(new UVector2(UDim.Absolute(position.X), UDim.Absolute(posY)));
            view.SetHeight(new UDim(0, requiredSize.Height));
            view.SetWidth(new UDim(0, requiredSize.Width));
        }
Example #13
0
        /// <summary>
        /// Given window location \a pt, return a value indicating what change
        /// should be made to the scroll bar.
        /// </summary>
        /// <param name="pt">
        /// Point object describing a pixel position in window space.
        /// </param>
        /// <returns>
        /// - -1 to indicate scroll bar position should be moved to a lower value.
        /// -  0 to indicate scroll bar position should not be changed.
        /// - +1 to indicate scroll bar position should be moved to a higher value.
        /// </returns>
        protected float GetAdjustDirectionFromPoint(Lunatics.Mathematics.Vector2 pt)
        {
            if (d_windowRenderer == null)
            {
                throw new InvalidRequestException(
                          "This function must be implemented by the window renderer object (no window renderer is assigned.)");
            }

            return(((ScrollbarWindowRenderer)d_windowRenderer).GetAdjustDirectionFromPoint(pt));
        }
Example #14
0
        /// <summary>
        ///  Return the text code point index that is rendered closest to screen
        /// position \a pt.
        /// </summary>
        /// <param name="pt">
        /// Point object describing a position on the screen in pixels.
        /// </param>
        /// <returns>
        /// Code point index into the text that is rendered closest to screen
        /// position \a pt.
        /// </returns>
        protected override int GetTextIndexFromPosition(Lunatics.Mathematics.Vector2 pt)
        {
            if (d_windowRenderer != null)
            {
                var wr = (EditboxWindowRenderer)d_windowRenderer;
                return(wr.GetTextIndexFromPosition(pt));
            }

            throw new InvalidRequestException("This function must be implemented by the window renderer");
        }
Example #15
0
        /// <summary>
        /// Update the internal state of the widget with the mouse at the given position.
        /// </summary>
        /// <param name="mousePos">
        /// Point object describing, in screen pixel co-ordinates, the location of the mouse cursor.
        /// </param>
        protected void UpdateInternalState(Lunatics.Mathematics.Vector2 mousePos)
        {
            var oldstate = _hovering;

            _hovering = CalculateCurrentHoverState(mousePos);

            if (oldstate != _hovering)
            {
                Invalidate(false);
            }
        }
Example #16
0
        /// <summary>
        /// Update state for window dragging.
        /// </summary>
        /// <param name="localMouse">
        /// Mouse position as a pixel offset from the top-left corner of this window.
        /// </param>
        protected void DoDragging(Lunatics.Mathematics.Vector2 localMouse)
        {
            // calculate amount to move
            var offset = new UVector2(UDim.Absolute(localMouse.X), UDim.Absolute(localMouse.Y));

            offset -= (_usingFixedDragOffset) ? _fixedDragOffset : _dragPoint;
            // set new position
            SetPosition(GetPosition() + offset);

            // Perform event notification
            OnDragPositionChanged(new WindowEventArgs(this));
        }
Example #17
0
        /// <summary>
        /// Return true if the given <see cref="Vector2f"/> falls within this <see cref="Rectf"/>
        /// </summary>
        /// <param name="v">
        /// <see cref="Vector2f"/> object describing the position to test.
        /// </param>
        /// <returns>
        /// true if position \a pt is within this <see cref="Rectf"/>'s area, else false
        /// </returns>
        public bool IsPointInRect(Lunatics.Mathematics.Vector2 v)
        {
            if ((d_min.X > v.X) ||
                (d_max.X <= v.X) ||
                (d_min.Y > v.Y) ||
                (d_max.Y <= v.Y))
            {
                return(false);
            }

            return(true);
        }
Example #18
0
        public override List <GeometryBuffer> CreateRenderGeometry(Window refWnd, Lunatics.Mathematics.Vector2 position, ColourRect modColours, Rectf?clipRect)
        {
            var drawPos     = position;
            var geomBuffers = new List <GeometryBuffer>();

            for (var i = 0; i < d_renderedString.GetLineCount(); ++i)
            {
                geomBuffers.AddRange(d_renderedString.CreateRenderGeometry(refWnd, i, drawPos, modColours, clipRect, SpaceExtras[i]));
                drawPos.Y += d_renderedString.GetPixelSize(refWnd, i).Height;
            }

            return(geomBuffers);
        }
Example #19
0
        /// <summary>
        /// Sets the pixel offset of this Image.
        /// </summary>
        /// <param name="pixelOffset">
        /// The pixel offset of this Image.
        /// </param>
        public void SetOffset(Lunatics.Mathematics.Vector2 pixelOffset)
        {
            d_pixelOffset = pixelOffset;

            if (d_autoScaled != AutoScaledMode.Disabled)
            {
                UpdateScaledOffset(System.GetSingleton().GetRenderer().GetDisplaySize());
            }
            else
            {
                d_scaledOffset = d_pixelOffset;
            }
        }
Example #20
0
        /// <summary>
        /// Create render geometry for the text that should be rendered into a
        /// specified area of the display.
        /// </summary>
        /// <param name="buffer">
        /// GeometryBuffer object where the geometry for the text be queued.
        /// </param>
        /// <param name="text">
        /// String object containing the text to be drawn.
        /// </param>
        /// <param name="position">
        /// Reference to a Vector2 object describing the location at which the text
        /// is to be drawn.
        /// </param>
        /// <param name="clipRect">
        /// Rect object describing the clipping area for the drawing.
        /// No drawing will occur outside this Rect.
        /// </param>
        /// <param name="clippingEnabled"></param>
        /// <param name="colours">
        /// ColourRect object describing the colours to be applied when drawing the
        /// text.  NB: The colours specified in here are applied to each glyph,
        /// rather than the text as a whole.
        /// </param>
        /// <param name="spaceExtra">
        /// Number of additional pixels of spacing to be added to space characters.
        /// </param>
        /// <param name="xScale">
        /// Scaling factor to be applied to each glyph's x axis, where 1.0f is
        /// considered to be 'normal'.
        /// </param>
        /// <param name="yScale">
        /// Scaling factor to be applied to each glyph's y axis, where 1.0f is
        /// considered to be 'normal'.
        /// </param>
        /// <returns>
        /// Returns a list of GeometryBuffers representing the render geometry of the text.
        /// </returns>
        public List <GeometryBuffer> CreateRenderGeometryForText(string text,
                                                                 Lunatics.Mathematics.Vector2 position,
                                                                 Rectf?clipRect,
                                                                 bool clippingEnabled,
                                                                 ColourRect colours,
                                                                 float spaceExtra = 0.0f,
                                                                 float xScale     = 1.0f,
                                                                 float yScale     = 1.0f)
        {
            float nextGlyphPos;

            return(CreateRenderGeometryForText(text, out nextGlyphPos, position, clipRect, clippingEnabled, colours, spaceExtra, xScale, yScale));
        }
Example #21
0
        public override List <GeometryBuffer> CreateRenderGeometry(Window refWnd, Lunatics.Mathematics.Vector2 position, ColourRect modColours, Rectf?clipRect)
        {
            var linePos     = position;
            var geomBuffers = new List <GeometryBuffer>();

            foreach (var i in Lines)
            {
                geomBuffers.AddRange(i.CreateRenderGeometry(refWnd, linePos, modColours, clipRect));
                linePos.Y += i.GetVerticalExtent(refWnd);
            }

            return(geomBuffers);
        }
Example #22
0
        // overridden from EditboxWindowRenderer base class.
        public override int GetTextIndexFromPosition(Lunatics.Mathematics.Vector2 pt)
        {
            var w = (Editbox)Window;

            // calculate final window position to be checked
            var wndx = CoordConverter.ScreenToWindowX(w, pt.X);

            wndx -= _lastTextOffset;

            // Return the proper index
            return(w.GetFont().GetCharAtPixel(w.IsTextMaskingEnabled()
                                                  ? new string(w.GetTextMaskCodePoint(), w.GetTextVisual().Length)
                                                  : w.GetTextVisual(), wndx));
        }
Example #23
0
        protected bool CalculateCurrentHoverState(Lunatics.Mathematics.Vector2 mousePos)
        {
            var captureWnd = GetCaptureWindow();

            if (captureWnd != null)
            {
                return((captureWnd == this ||
                        (captureWnd.DistributesCapturedInputs() && IsAncestor(captureWnd))) &&
                       IsHit(mousePos));
            }


            return(GetGUIContext().GetWindowContainingCursor() == this);
        }
        /// <summary>
        /// Return whether the required minimum movement threshold before initiating drag-moving
        /// has been exceeded.
        /// </summary>
        /// <param name="localMouse">
        /// Mouse position as a pixel offset from the top-left corner of this window.
        /// </param>
        /// <returns>
        /// true if the threshold has been exceeded and drag-moving should be initiated, or false
        /// if the threshold has not been exceeded.
        /// </returns>
        protected bool IsDragMoveThresholdExceeded(Lunatics.Mathematics.Vector2 localMouse)
        {
            // see if mouse has moved far enough to start move operation
            // calculate movement deltas.
            var deltaX = localMouse.X - _dragPoint.X;
            var deltaY = localMouse.Y - _dragPoint.Y;

            if ((deltaX > SegmentMoveThreshold) || (deltaX < -SegmentMoveThreshold) ||
                (deltaY > SegmentMoveThreshold) || (deltaY < -SegmentMoveThreshold))
            {
                return(true);
            }

            return(false);
        }
        /// <summary>
        /// Update state for drag moving.
        /// </summary>
        /// <param name="localMouse">
        /// Mouse position as a pixel offset from the top-left corner of this window.
        /// </param>
        protected void DoDragMoving(Lunatics.Mathematics.Vector2 localMouse)
        {
            // calculate movement deltas.
            var deltaX = localMouse.X - _dragPoint.X;
            var deltaY = localMouse.Y - _dragPoint.Y;

            // update 'ghost' position
            _dragPosition.X += deltaX;
            _dragPosition.Y += deltaY;

            // update drag point.
            _dragPoint.X += deltaX;
            _dragPoint.Y += deltaY;

            OnSegmentDragPositionChanged(new WindowEventArgs(this));
        }
Example #26
0
        public virtual bool InjectMousePosition(float xPos, float yPos)
        {
            if (d_inputReceiver == null)
            {
                return(false);
            }

            d_pointerPosition = new Lunatics.Mathematics.Vector2(xPos, yPos);

            var semanticEvent = new SemanticInputEvent((int)SemanticValue.SV_CursorMove)
            {
                d_payload = { array = new[] { xPos, yPos } }
            };

            return(d_inputReceiver.InjectInputEvent(semanticEvent));
        }
Example #27
0
        /// <summary>
        /// Set the two dimensional position of the RenderingWindow in pixels.  The
        /// origin is at the top-left corner.
        /// </summary>
        /// <param name="position">
        /// Vector2 object describing the desired location of the RenderingWindow,
        /// in pixels.
        /// </param>
        /// <remarks>
        /// This position is an absolute pixel location relative to the screen or
        /// other root surface.  It is \e not relative to the owner of the
        /// RenderingWindow.
        /// </remarks>
        public void SetPosition(Lunatics.Mathematics.Vector2 position)
        {
            d_position = position;

            var trans = new Lunatics.Mathematics.Vector3(d_position.X, d_position.Y, 0.0f);

            // geometry position must be offset according to our owner position, if
            // that is a RenderingWindow.
            if (d_owner.IsRenderingWindow())
            {
                trans.X -= ((RenderingWindow)d_owner).d_position.X;
                trans.Y -= ((RenderingWindow)d_owner).d_position.Y;
            }

            d_geometry.SetTranslation(trans);
        }
Example #28
0
        protected Image(string name,
                        Lunatics.Mathematics.Vector2 pixelOffset,
                        Rectf imageArea,
                        AutoScaledMode autoScaled,
                        Sizef nativeResolution)
        {
            d_name             = name;
            d_pixelOffset      = pixelOffset;
            d_imageArea        = imageArea;
            d_autoScaled       = autoScaled;
            d_nativeResolution = nativeResolution;
            d_scaledSize       = Sizef.Zero;
            d_scaledOffset     = Lunatics.Mathematics.Vector2.Zero;

            // force initialisation of the autoscaling fields.
            UpdateScaledSizeAndOffset(System.GetSingleton().GetRenderer().GetDisplaySize());
        }
Example #29
0
        /// <summary>
        /// Causes the tooltip to position itself appropriately.
        /// </summary>
        public void PositionSelf()
        {
            // no recusion allowed for this function!
            if (_inPositionSelf)
            {
                return;
            }

            _inPositionSelf = true;

            var cursor     = GetGUIContext().GetCursor();
            var screen     = new Rectf(Lunatics.Mathematics.Vector2.Zero, GetRootContainerSize());
            var tipRect    = GetUnclippedOuterRect().Get();
            var mouseImage = cursor.GetImage();

            var mousePos = cursor.GetPosition();
            var mouseSz  = Sizef.Zero;

            if (mouseImage != null)
            {
                mouseSz = mouseImage.GetRenderedSize();
            }

            var tmpPos = new Lunatics.Mathematics.Vector2(mousePos.X + mouseSz.Width, mousePos.Y + mouseSz.Height);

            tipRect.Position = tmpPos;

            // if tooltip would be off the right of the screen,
            // reposition to the other side of the mouse cursor.
            if (screen.Right < tipRect.Right)
            {
                tmpPos.X = mousePos.X - tipRect.Width - 5;
            }

            // if tooltip would be off the bottom of the screen,
            // reposition to the other side of the mouse cursor.
            if (screen.Bottom < tipRect.Bottom)
            {
                tmpPos.Y = mousePos.Y - tipRect.Height - 5;
            }

            // set final position of tooltip window.
            SetPosition(new UVector2(UDim.Absolute(tmpPos.X), UDim.Absolute(tmpPos.Y)));

            _inPositionSelf = false;
        }
Example #30
0
        public override float GetAdjustDirectionFromPoint(Lunatics.Mathematics.Vector2 pt)
        {
            var w       = (Slider)Window;
            var absrect = w.GetThumb().GetUnclippedOuterRect().Get();

            if ((_vertical && (pt.Y < absrect.Top)) || (!_vertical && (pt.X > absrect.Right)))
            {
                return(_reversed ? -1.0f : 1.0f);
            }

            if ((_vertical && (pt.Y > absrect.Bottom)) || (!_vertical && (pt.X < absrect.Left)))
            {
                return(_reversed ? 1.0f : -1.0f);
            }

            return(0);
        }