Example #1
0
 void readMainItem(ContentReader reader, O2DMainItem item)
 {
     item.uniqueId       = reader.ReadInt32();
     item.itemIdentifier = reader.ReadString();
     item.itemName       = reader.ReadString();
     item.customVars     = reader.ReadString();
     item.x          = reader.ReadSingle();
     item.y          = reader.ReadSingle();
     item.scaleX     = reader.ReadSingle();
     item.scaleY     = reader.ReadSingle();
     item.originX    = reader.ReadSingle();
     item.originY    = reader.ReadSingle();
     item.rotation   = reader.ReadSingle();
     item.zIndex     = reader.ReadInt32();
     item.layerDepth = reader.ReadSingle();
     item.layerName  = reader.ReadString();
     item.tint       = reader.ReadColor();
 }
Example #2
0
 /// <summary>
 /// gets the layerDepth for a child composite. It calculates it by first getting the composite (parent) layerDepth the standard way
 /// (via zIndexMaxComp) and then subtracting the inverse of the child (O2DMainItem) layerDepth which uses zIndexMaxChild. For this to
 /// work intelligently zIndexMaxComp should be the standard scene.zIndexMax value and zIndexMaxChild should be a much higher number. The
 /// reason for this is so that the parent component has a small offset to use for each child and so they dont overflow to the next zIndex.
 ///
 /// Example: parent is 14. Any children must end up being between 14 and 15 so they dont overflow on top of another composite.
 /// </summary>
 /// <returns>The depth for child.</returns>
 /// <param name="zIndexMaxComp">Z index max comp.</param>
 /// <param name="child">Child.</param>
 /// <param name="zIndexMaxChild">Z index max child.</param>
 public float layerDepthForChild(float zIndexMaxComp, O2DMainItem child, float zIndexMaxChild = 100)
 {
     return(calculateLayerDepth(zIndexMaxComp) - (1 - child.calculateLayerDepth(zIndexMaxChild)));
 }
Example #3
0
		/// <summary>
		/// gets the layerDepth for a child composite. It calculates it by first getting the composite (parent) layerDepth the standard way
		/// (via zIndexMaxComp) and then subtracting the inverse of the child (O2DMainItem) layerDepth which uses zIndexMaxChild. For this to
		/// work intelligently zIndexMaxComp should be the standard scene.zIndexMax value and zIndexMaxChild should be a much higher number. The
		/// reason for this is so that the parent component has a small offset to use for each child and so they dont overflow to the next zIndex.
		/// 
		/// Example: parent is 14. Any children must end up being between 14 and 15 so they dont overflow on top of another composite.
		/// </summary>
		/// <returns>The depth for child.</returns>
		/// <param name="zIndexMaxComp">Z index max comp.</param>
		/// <param name="child">Child.</param>
		/// <param name="zIndexMaxChild">Z index max child.</param>
		public float layerDepthForChild( float zIndexMaxComp, O2DMainItem child, float zIndexMaxChild = 100 )
		{
			return calculateLayerDepth( zIndexMaxComp ) - ( 1 - child.calculateLayerDepth( zIndexMaxChild ) );
		}