Example #1
0
        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);
        }
Example #2
0
        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);
        }
Example #3
0
        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);
        }
Example #4
0
        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);
        }