private void RenderSelection(EditText editText, UIRenderingContext context, int start, int length, Color color, out float offsetTextStart, out float offsetAlignment, out float selectionSize, UIBatch Batch) { // calculate the size of the text region by removing padding var textRegionSize = new Vector2(editText.ActualWidth - editText.Padding.Left - editText.Padding.Right, editText.ActualHeight - editText.Padding.Top - editText.Padding.Bottom); var font = editText.Font; // determine the image to draw in background of the edit text var fontScale = editText.LayoutingContext.RealVirtualResolutionRatio; var provider = editText.IsSelectionActive ? editText.ActiveImage : editText.MouseOverState == MouseOverState.MouseOverElement ? editText.MouseOverImage : editText.InactiveImage; var image = provider?.GetSprite(); var fontSize = new Vector2(fontScale.Y * editText.ActualTextSize); offsetTextStart = font.MeasureString(editText.TextToDisplay, ref fontSize, start).X; selectionSize = font.MeasureString(editText.TextToDisplay, ref fontSize, start + length).X - offsetTextStart; var lineSpacing = font.GetTotalLineSpacing(editText.ActualTextSize); if (font.FontType == SpriteFontType.Dynamic) { offsetTextStart /= fontScale.X; selectionSize /= fontScale.X; } var scaleRatio = editText.ActualTextSize / font.Size; if (font.FontType != SpriteFontType.Dynamic) { offsetTextStart *= scaleRatio; selectionSize *= scaleRatio; lineSpacing *= editText.ActualTextSize / font.Size; } offsetAlignment = -textRegionSize.X / 2f; if (editText.TextAlignment != TextAlignment.Left) { var textWidth = font.MeasureString(editText.TextToDisplay, ref fontSize).X; if (font.FontType == SpriteFontType.Dynamic) { textWidth /= fontScale.X; } else { textWidth *= scaleRatio; } offsetAlignment = editText.TextAlignment == TextAlignment.Center ? -textWidth / 2 : -textRegionSize.X / 2f + (textRegionSize.X - textWidth); } var selectionWorldMatrix = editText.WorldMatrixInternal; selectionWorldMatrix.M41 += offsetTextStart + selectionSize / 2 + offsetAlignment; var selectionScaleVector = new Vector3(selectionSize, editText.LineCount * lineSpacing, 0); Batch.DrawRectangle(ref selectionWorldMatrix, ref selectionScaleVector, ref color, context.DepthBias + 1); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var bar = (ScrollBar)element; // round the size of the bar to nearest pixel modulo to avoid to have a bar varying by one pixel length while scrolling var barSize = bar.RenderSizeInternal; var realVirtualRatio = bar.LayoutingContext.RealVirtualResolutionRatio; for (var i = 0; i < 2; i++) { barSize[i] = (float)(Math.Ceiling(barSize[i] * realVirtualRatio[i]) / realVirtualRatio[i]); } Batch.DrawRectangle(ref element.WorldMatrixInternal, ref barSize, ref bar.BarColorInternal, context.DepthBias); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { var modalElement = (ModalElement)element; // end the current UI image batching so that the overlay is written over it with correct transparency Batch.End(); var uiResolution = new Vector3(context.Resolution.X, context.Resolution.Y, 0); Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, noStencilNoDepth, 0); Batch.DrawRectangle(ref identity, ref uiResolution, ref modalElement.OverlayColorInternal, context.DepthBias); Batch.End(); // ensure that overlay is written before possible next transparent element. // restart the image batch session Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue); context.DepthBias += 1; base.RenderColor(element, context, Batch); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var editText = (EditText)element; if (editText.Font == null) { return; } // determine the image to draw in background of the edit text var fontScale = element.LayoutingContext.RealVirtualResolutionRatio; var color = editText.RenderOpacity * Color.White; var provider = editText.IsSelectionActive ? editText.ActiveImage : editText.MouseOverState == MouseOverState.MouseOverElement ? editText.MouseOverImage : editText.InactiveImage; var image = provider?.GetSprite(); if (image?.Texture != null) { Batch.DrawImage(image.Texture, ref editText.WorldMatrixInternal, ref image.RegionInternal, ref editText.RenderSizeInternal, ref image.BordersInternal, ref color, context.DepthBias, image.Orientation); } // calculate the size of the text region by removing padding var textRegionSize = new Vector2(editText.ActualWidth - editText.Padding.Left - editText.Padding.Right, editText.ActualHeight - editText.Padding.Top - editText.Padding.Bottom); var font = editText.Font; var caretColor = editText.RenderOpacity * editText.CaretColor; var offsetTextStart = 0f; var offsetAlignment = 0f; var selectionSize = 0f; // Draw the composition selection if (editText.Composition.Length > 0) { var imeSelectionColor = editText.RenderOpacity * editText.IMESelectionColor; RenderSelection(editText, context, editText.SelectionStart, editText.Composition.Length, imeSelectionColor, out offsetTextStart, out offsetAlignment, out selectionSize, Batch); } // Draw the regular selection else if (editText.IsSelectionActive) { var selectionColor = editText.RenderOpacity * editText.SelectionColor; RenderSelection(editText, context, editText.SelectionStart, editText.SelectionLength, selectionColor, out offsetTextStart, out offsetAlignment, out selectionSize, Batch); } // create the text draw command var drawCommand = new SpriteFont.InternalUIDrawCommand { Color = editText.RenderOpacity * editText.TextColor, DepthBias = context.DepthBias + 2, RealVirtualResolutionRatio = fontScale, RequestedFontSize = editText.ActualTextSize, Batch = Batch, SnapText = context.ShouldSnapText && !editText.DoNotSnapText, Matrix = editText.WorldMatrixInternal, Alignment = editText.TextAlignment, TextBoxSize = textRegionSize }; if (editText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 1); } // Draw the text Batch.DrawString(font, editText.TextToDisplay, ref drawCommand); if (editText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 0); } // Draw the cursor if (editText.IsCaretVisible) { var lineSpacing = editText.Font.GetTotalLineSpacing(editText.ActualTextSize); if (editText.Font.FontType != SpriteFontType.Dynamic) { lineSpacing *= editText.ActualTextSize / font.Size; } var sizeCaret = editText.CaretWidth / fontScale.X; var caretWorldMatrix = element.WorldMatrixInternal; caretWorldMatrix.M41 += offsetTextStart + offsetAlignment + (editText.CaretPosition > editText.SelectionStart? selectionSize: 0); var caretScaleVector = new Vector3(sizeCaret, editText.LineCount * lineSpacing, 0); Batch.DrawRectangle(ref caretWorldMatrix, ref caretScaleVector, ref caretColor, context.DepthBias + 3); } }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var scrollingText = (ScrollingText)element; if (scrollingText.Font == null || scrollingText.TextToDisplay == null) { return; } var offset = scrollingText.ScrollingOffset; var textWorldMatrix = element.WorldMatrix; textWorldMatrix.M41 += textWorldMatrix.M11 * offset; textWorldMatrix.M42 += textWorldMatrix.M12 * offset; textWorldMatrix.M43 += textWorldMatrix.M13 * offset; textWorldMatrix.M44 += textWorldMatrix.M14 * offset; // create the scrolling text draw command var drawCommand = new SpriteFont.InternalUIDrawCommand { Color = scrollingText.RenderOpacity * scrollingText.TextColor, VertAlignment = scrollingText.TextVerticalAlignment, LineSpacingAdjustment = scrollingText.LineSpacingAdjustment, DepthBias = context.DepthBias + 1, RealVirtualResolutionRatio = element.LayoutingContext.RealVirtualResolutionRatio, RequestedFontSize = scrollingText.ActualTextSize, Batch = Batch, SnapText = context.ShouldSnapText && !scrollingText.DoNotSnapText, Matrix = textWorldMatrix, Alignment = TextAlignment.Left, TextBoxSize = new Vector2(scrollingText.ActualWidth, scrollingText.ActualHeight) }; // flush the current content of the UI image batch Batch.End(); // draw a clipping mask Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.ColorDisabled, IncreaseStencilValueState, context.StencilTestReferenceValue); Batch.DrawRectangle(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref blackColor, context.DepthBias); Batch.End(); // draw the element it-self with stencil test value of "Context.Value + 1" Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue + 1); if (scrollingText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 1); } Batch.DrawString(scrollingText.Font, scrollingText.TextToDisplay, ref drawCommand); Batch.End(); // un-draw the clipping mask Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.ColorDisabled, DecreaseStencilValueState, context.StencilTestReferenceValue + 1); Batch.DrawRectangle(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref blackColor, context.DepthBias + 2); Batch.End(); // restart the Batch session Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue); }