Exemple #1
0
        private void DrawFailureSplash(string message)
        {
            var graphics = _textOverlay.GetDrawableGraphicsContext();

            if (graphics == null)
            {
                return;
            }

            var format = new StringFormat {
                LineAlignment = StringAlignment.Center, Alignment = StringAlignment.Center
            };

            // hack: re-use the image we use for failed texture imports :-)
            var img = TextureThumbnailControl.GetLoadErrorImage();

            graphics.DrawImage(img, GlControl.Width / 2 - img.Width / 2, GlControl.Height / 2 - img.Height - 30, img.Width,
                               img.Height);
            graphics.DrawString("Sorry, this scene failed to load.", Window.UiState.DefaultFont16,
                                new SolidBrush(Color.Red),
                                new RectangleF(0, 0, GlControl.Width, GlControl.Height),
                                format);

            graphics.DrawString("What the importer said went wrong: " + message, Window.UiState.DefaultFont12,
                                new SolidBrush(Color.Black),
                                new RectangleF(0, 100, GlControl.Width, GlControl.Height),
                                format);
        }
        public void SetTexture(TextureThumbnailControl tex)
        {
            Debug.Assert(tex != null && tex.Texture != null);

            _tex = tex;
            var img = tex.Texture.Image;

            Text = Path.GetFileName(tex.FilePath) + " - Details";

            pictureBox1.Image        = img;
            labelInfo.Text           = string.Format("Size: {0} x {1} px", img.Width, img.Height);
            checkBoxHasAlpha.Checked = tex.Texture.HasAlpha == Texture.AlphaState.HasAlpha;

            pictureBox1.SizeMode = PictureBoxSizeMode.Zoom;
        }