public override void Render(RenderComposer composer)
 {
     // Render
     composer.RenderOutline(
         Position,
         Size,
         Color.Pink,
         2
         );
 }
Esempio n. 2
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 public void RenderDebug(RenderComposer c)
 {
     c.RenderOutline(Bounds, Color.Blue);
     if (ChildNodes == null)
     {
         return;
     }
     for (var i = 0; i < ChildNodes.Length; i++)
     {
         WorldTree2DNode node = ChildNodes[i];
         node.RenderDebug(c);
     }
 }
Esempio n. 3
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        protected override void AfterRenderChildren(RenderComposer c)
        {
#if false
            {
                if (MouseFocus != null)
                {
                    c.RenderOutline(MouseFocus.Bounds, Color.Red);
                }
                c.RenderSprite(new Rectangle(Engine.Host.MousePosition.X, Engine.Host.MousePosition.Y, 1, 1), Color.Pink);
            }
#endif

            base.AfterRenderChildren(c);
        }
Esempio n. 4
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        public void Draw(RenderComposer composer)
        {
            _rendered = 0;

            _drawMemory.Clear();
            var rect = new Rectangle(
                Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero),
                Engine.Renderer.Camera.ScreenToWorld(Engine.Renderer.DrawBuffer.Size) * 2
                // Engine.Configuration.RenderSize * (Engine.Renderer.Scale - (Engine.Renderer.IntScale - 1)) / Engine.Renderer.Camera.Zoom
                );

            quadTree.GetObjects(rect, ref _drawMemory);
            composer.RenderOutline(new Vector3(rect.Position, 0f), rect.Size, Color.CornflowerBlue, 2);
            _rendered = _drawMemory.Count;

            Engine.Log.Info("\t" + "Mouse position \t" + Engine.Host.MousePosition, "TAAAG");
            // ReSharper disable once ForCanBeConvertedToForeach
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var c = Color.White.ToUint();

                var a    = composer.GetBatch();
                var data = a.GetData(_tileTexture.Texture);
                data[0].Vertex = tile.Vertex0;
                data[0].Color  = c;
                data[0].UV     = Vector2.Zero;

                data[1].Vertex = tile.Vertex1;
                data[1].Color  = c;
                data[1].UV     = new Vector2(1, 0);

                data[2].Vertex = tile.Vertex2;
                data[2].Color  = c;
                data[2].UV     = new Vector2(1, 1);

                data[3].Vertex = tile.Vertex3;
                data[3].Color  = c;
                data[3].UV     = new Vector2(0, 1);
            }

            composer.SetDepthTest(false);
            composer.SetUseViewMatrix(false);
            composer.RenderLine(new Vector2(20, 20), new Vector2(20, 30), Color.Green, 2);
            composer.RenderLine(new Vector2(20, 20), new Vector2(30, 20), Color.Red, 2);
            composer.RenderLine(new Vector3(20, 20, 0), new Vector3(20, 20, 30), Color.Blue, 10);

            RenderGui(composer);
        }
        protected override void RenderContent(RenderComposer composer)
        {
            Vector2 offset = ImGui.GetWindowPos();

            offset.Y   += ImGui.GetWindowHeight();
            _lastOffset = offset;
            composer.RenderSprite(new Vector3(offset, 0), _anim.Texture.Size * _parent.Scale, Color.White, _anim.Texture);
            for (var i = 0; i < _anim.Frames.Length; i++)
            {
                composer.RenderOutline(new Vector3(offset + _anim.Frames[i].Position * _parent.Scale, 1), _anim.Frames[i].Size * _parent.Scale, _holdingIdx == i ? Color.Green : Color.Red);
                composer.RenderString(new Vector3(offset + _anim.Frames[i].Position * _parent.Scale, 1), Color.Red, i.ToString(), _font.GetAtlas(15 * _parent.Scale));
            }

            ImGui.Text(_holdingIdx == -1 ? "Click on a rectangle to change it's position." : $"Select new position for frame {_holdingIdx}!");
        }
Esempio n. 6
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        public void Render(RenderComposer c)
        {
            var colorMultiplier = (byte)(_mouseDragging ? 100 : 50);

            c.RenderOutline(Rect, Color);
            if (_anchor == 5)
            {
                c.RenderSprite(Rect, Color.Add(Color, colorMultiplier).SetAlpha(colorMultiplier));
            }

            c.RenderCircle(Rect.Position.ToVec3(), 2, _anchor == 1 ? Color.Add(Color, colorMultiplier) : Color, true);
            c.RenderCircle(Rect.TopRight.ToVec3(), 2, _anchor == 2 ? Color.Add(Color, colorMultiplier) : Color, true);
            c.RenderCircle(Rect.BottomRight.ToVec3(), 2, _anchor == 3 ? Color.Add(Color, colorMultiplier) : Color, true);
            c.RenderCircle(Rect.BottomLeft.ToVec3(), 2, _anchor == 4 ? Color.Add(Color, colorMultiplier) : Color, true);
        }
Esempio n. 7
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        public override void Render(RenderComposer composer)
        {
            // If she's in a magic flow render her as a circle
            if (IsMagicFlowActive)
            {
                composer.RenderCircle(CollisionBox.Center.ToVec3(Z), 15, Color.Pink, true);
                return;
            }

            // If walking on an incline apply rotation
            if (InclineAngle != 0f)
            {
                composer.PushModelMatrix(
                    Matrix4x4.CreateRotationZ(InclineAngle, new Vector3(Center, 0))
                    );
            }

            // Render the sprite
            composer.RenderSprite(
                Position,
                Size,
                !IsGravityPushActive ? Color.White : Color.Pink,
                Sprite.Texture,
                Sprite.CurrentFrame,
                IsFacingRight, false
                );

            // Remove the rotation matrix
            if (InclineAngle != 0f)
            {
                composer.PopModelMatrix();
            }

            if (IsGravityPushActive)
            {
                composer.RenderOutline(
                    new Vector3(
                        CollisionBox.Center.X - GravityPushRange,
                        CollisionBox.Center.Y - GravityPushRange,
                        15
                        ),
                    new Vector2(GravityPushRange * 2),
                    Color.Pink,
                    2
                    );
            }
        }
Esempio n. 8
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        private void RenderMouseOverTiles(RenderComposer composer)
        {
            var mouseRect = new Rectangle(Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero), new Vector2(1, 1))
            {
                Center = Engine.Renderer.Camera.ScreenToWorld(Engine.InputManager.MousePosition)
            };

            composer.RenderOutline(new Vector3(mouseRect.Position, 10), mouseRect.Size, Color.Magenta, 2);

            //composer.PushModelMatrix(Matrix4x4.CreateTranslation(new Vector3(-mouseRect.Position, 0)));
            composer.RenderTo(_frameBuffer);
            _drawMemory.Clear();
            quadTree.GetObjects(mouseRect, ref _drawMemory);
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var a    = composer.GetBatch();
                var data = a.GetData(null);
                data[0].Vertex = tile.Vertex0.ToVec3();
                data[0].Color  = new Color(50 + i, i, 0).ToUint();

                data[1].Vertex = tile.Vertex1.ToVec3();
                data[1].Color  = new Color(i * 20, i, 0).ToUint();

                data[2].Vertex = tile.Vertex2.ToVec3();
                data[2].Color  = new Color(i * 20, i * 20, 0).ToUint();

                data[3].Vertex = tile.Vertex3.ToVec3();
                data[3].Color  = new Color(i, i * 20, 0).ToUint();
            }

            composer.PushCommand(new ExecCodeCommand()
            {
                Func = () =>
                {
                    byte[] pixels = _frameBuffer.Sample(new Rectangle(Engine.InputManager.MousePosition, Vector2.One));

                    _lastMouseX = pixels[3];
                    _lastMouseY = pixels[2];
                }
            });

            //composer.PopModelMatrix();
            composer.RenderTo(null);
        }
Esempio n. 9
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        /// <summary>
        /// Render an outline of all leaves in the tree.
        /// Used for debugging purposes.
        /// </summary>
        public void RenderDebug(RenderComposer c, Color color)
        {
            var treeTraverse = new Queue <QuadTreeNode <T> >();

            treeTraverse.Enqueue(this);
            while (treeTraverse.TryDequeue(out QuadTreeNode <T> quadTree))
            {
                c.RenderOutline(quadTree.QuadRect, color);

                if (quadTree.TopLeftChild == null)
                {
                    continue;
                }
                treeTraverse.Enqueue(quadTree.TopLeftChild);
                treeTraverse.Enqueue(quadTree.TopRightChild);
                treeTraverse.Enqueue(quadTree.BottomLeftChild);
                treeTraverse.Enqueue(quadTree.BottomRightChild);
            }
        }
Esempio n. 10
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        public void Draw(RenderComposer composer)
        {
            composer.SetUseViewMatrix(false);

            composer.RenderOutline(_boundingRect, Color.White);

            for (int i = 0; i < _rects.Length; i++)
            {
                if (i > _showing)
                {
                    break;
                }

                var col = (uint)_rects[i].GetHashCode();
                composer.RenderSprite(_rects[i], new Color(col).SetAlpha(255));
            }

            composer.SetUseViewMatrix(true);
        }
Esempio n. 11
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        private void RenderMap(RenderComposer composer)
        {
            _drawMemory.Clear();
            var rect = new Rectangle(
                Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero),
                Engine.Configuration.RenderSize * (Engine.Renderer.Scale - (Engine.Renderer.IntScale - 1)) / Engine.Renderer.Camera.Zoom
                );

            quadTree.GetObjects(rect, ref _drawMemory);
            _rendered = _drawMemory.Count;

            composer.RenderOutline(new Vector3(rect.Position, 0f), rect.Size, Color.CornflowerBlue, 2);

            // ReSharper disable once ForCanBeConvertedToForeach
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var c       = Color.White.ToUint();
                var texture = tile.Height == 1 ? _tileMntTexture : i % 27 == 0 ? _tileGrs2Texture : _tileGrs1Texture;

                var a    = composer.GetBatch();
                var data = a.GetData(texture.Texture);
                data[0].Vertex = tile.Vertex0.ToVec3();
                data[0].Color  = c;
                data[0].UV     = Vector2.Zero;

                data[1].Vertex = tile.Vertex1.ToVec3();
                data[1].Color  = c;
                data[1].UV     = new Vector2(1, 0);

                data[2].Vertex = tile.Vertex2.ToVec3();
                data[2].Color  = c;
                data[2].UV     = new Vector2(1, 1);

                data[3].Vertex = tile.Vertex3.ToVec3();
                data[3].Color  = c;
                data[3].UV     = new Vector2(0, 1);
            }
        }
Esempio n. 12
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        protected override void RenderContent(RenderComposer composer)
        {
            Vector2[] anchorArray = _anim.Anchors;

            if (_parent.AnimController != null)
            {
                if (_parent.Mirrored)
                {
                    _parent.AnimController.MirrorXAnchors ??= new Vector2[_anim.Anchors.Length];
                    anchorArray = _parent.Mirrored ? _parent.AnimController.MirrorXAnchors : anchorArray;
                }

                if (_parent.Mirrored)
                {
                    if (ImGui.Button("Copy Non-Mirror Anchors"))
                    {
                        for (int i = _anim.StartingFrame; i <= _anim.EndingFrame; i++)
                        {
                            anchorArray[i] = _anim.Anchors[i];
                        }
                    }

                    ImGui.SameLine();
                    if (ImGui.Button("Copy Y Axis of Non-Mirror Anchors"))
                    {
                        for (int i = _anim.StartingFrame; i <= _anim.EndingFrame; i++)
                        {
                            anchorArray[i].Y = _anim.Anchors[i].Y;
                        }
                    }
                }
            }

            bool selected = _anchorSettingFrame == -1;

            if (selected)
            {
                ImGui.PushStyleColor(ImGuiCol.Button, new Color(255, 0, 0).ToUint());
            }
            if (ImGui.Button("Interactive Move All"))
            {
                _anchorSettingFrame = -1;
            }
            if (selected)
            {
                ImGui.PopStyleColor();
            }

            int startFrame = _anim.StartingFrame;
            int endFrame   = _anim.EndingFrame;

            for (int i = startFrame; i <= endFrame; i++)
            {
                ImGui.PushID(i);
                ImGui.InputFloat2($"Frame {i} ({_anim.Frames[i]})", ref anchorArray[i]);
                ImGui.SameLine();
                selected = _anchorSettingFrame == i;
                if (selected)
                {
                    ImGui.PushStyleColor(ImGuiCol.Button, new Color(255, 0, 0).ToUint());
                }
                if (ImGui.Button("Interactive Set"))
                {
                    _anchorSettingFrame = i;
                }
                if (selected)
                {
                    ImGui.PopStyleColor();
                }

                ImGui.PopID();
            }

            Vector2 pos = ImGui.GetWindowPos();

            pos.Y += ImGui.GetWindowHeight();
            pos    = pos.IntCastRound();

            float scale           = _parent.Scale;
            var   interactiveRect = Rectangle.Empty;

            if (_anchorSettingFrame != -1)
            {
                _anchorSettingFrame = Maths.Clamp(_anchorSettingFrame, startFrame, endFrame);
                pos.Y += 10 * scale;
                int     prevFrame = Math.Max(_anchorSettingFrame - 1, startFrame);
                Vector2 size      = _anim.Frames[prevFrame].Size * scale;

                Vector2   prevFramePos = pos + anchorArray[prevFrame] * scale;
                Rectangle inflatedRect = new Rectangle(prevFramePos, size).Inflate(scale, scale);
                composer.RenderSprite(inflatedRect.PositionZ(0), inflatedRect.Size, Color.White);
                composer.RenderSprite(new Vector3(prevFramePos, 0), size, Color.White * 0.5f, _anim.Texture, _anim.Frames[prevFrame], _parent.Mirrored);

                size            = _anim.Frames[_anchorSettingFrame].Size * scale;
                interactiveRect = new Rectangle(pos + anchorArray[_anchorSettingFrame] * scale, size);
                composer.RenderSprite(interactiveRect.PositionZ(0), size, Color.White * 0.75f, _anim.Texture, _anim.Frames[_anchorSettingFrame], _parent.Mirrored);
                composer.RenderOutline(interactiveRect.Inflate(scale, scale), Color.Red);
            }
            else
            {
                for (int i = startFrame; i <= endFrame; i++)
                {
                    Vector2 size = _anim.Frames[i].Size * scale;
                    interactiveRect = new Rectangle(pos + anchorArray[i] * scale, size);
                    composer.RenderSprite(interactiveRect.PositionZ(0), size, Color.White * 0.75f, _anim.Texture, _anim.Frames[i], _parent.Mirrored);
                }

                composer.RenderOutline(interactiveRect.Inflate(scale, scale), Color.Red);
            }

            if (!_mouseDown && interactiveRect.Contains(Engine.Host.MousePosition) && Engine.Host.IsKeyDown(Key.MouseKeyLeft))
            {
                _mouseDown              = true;
                _mouseDownPos           = Engine.Host.MousePosition;
                _interactiveAnchorStart = _anchorSettingFrame == -1 ? Vector2.Zero : anchorArray[_anchorSettingFrame];
            }
            else if (!Engine.Host.IsKeyHeld(Key.MouseKeyLeft))
            {
                _mouseDown = false;
            }

            if (_mouseDown)
            {
                Vector2 movedAmount = Engine.Host.MousePosition - _mouseDownPos;
                Vector2 m           = (movedAmount / scale).IntCastRound();
                if (_anchorSettingFrame == -1)
                {
                    for (int i = startFrame; i <= endFrame; i++)
                    {
                        anchorArray[i] = anchorArray[i] - _interactiveAnchorStart;
                        anchorArray[i] = anchorArray[i] + m;
                    }

                    _interactiveAnchorStart = m;
                }
                else
                {
                    anchorArray[_anchorSettingFrame] = _interactiveAnchorStart + m;
                }
            }
        }
Esempio n. 13
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        protected override bool RenderInternal(RenderComposer c)
        {
            var open = true;

            ImGui.SetNextWindowPos(new Vector2(0, 20), ImGuiCond.Always);
            ImGui.SetNextWindowSize(c.CurrentTarget.Size - new Vector2(0, 20));
            ImGui.Begin(Title, ref open, ImGuiWindowFlags.MenuBar | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoMove);

            RenderImGui();

            ImGui.End();

            Position = Vector3.Zero;
            Size     = c.CurrentTarget.Size;
            if (!open)
            {
                Parent?.RemoveChild(this);
                return(false);
            }

            if (_textureFb?.ColorAttachment == null)
            {
                return(true);                                     // Disposed or uninitialized fb
            }
            if (_currentAssetTexture == null)
            {
                return(true);
            }

            _textureFb.ColorAttachment.Smooth = false;
            c.RenderToAndClear(_textureFb);
            c.RenderSprite(Vector3.Zero, _currentAssetTexture.Size, _currentAssetTexture);

            // Render meta overlay on the spritesheet texture.
            if (_currentAsset != null)
            {
                AnimatedSprite             currentFileContext = _currentAsset.Content !;
                SpriteAnimationFrameSource frameSource        = currentFileContext.FrameSource;
                if (frameSource != null)
                {
                    for (var i = 0; i < frameSource.GetFrameCount(); i++)
                    {
                        Rectangle frameUv = frameSource.GetFrameUV(i);
                        c.RenderOutline(frameUv, _selectedFrame == i ? Color.Green : Color.Red);

                        if (_showFrameIdx && frameSource is SpriteArrayFrameSource)
                        {
                            Vector3           stringPos = frameUv.Position.ToVec3();
                            DrawableFontAtlas atlas     = _debugFont.GetAtlas(20);
                            c.RenderString(stringPos + new Vector3(1), Color.Black, i.ToString(), atlas);
                            c.RenderString(stringPos, Color.Red, i.ToString(), atlas);
                        }
                    }
                }
            }

            c.RenderTo(null);

            RenderAnimationPreview(c);

            return(true);
        }
        ///<summary>
        /// Render the object's Transform rectangle.
        /// Emotion specific method.
        ///</summary>
        public void RenderObjectRectange(RenderComposer composer)
        {
            // Check if Item can be cast to Unit in "unit" variable and if so provides the "unit" variable for further use
            if (Item is Unit unit)
            {
                // Draw texture center
                composer.RenderCircle(Item.Center.ToVec3(Item.Z), 3, Color.Green, true);

                if (unit.InclineAngle != 0f)
                {
                    composer.PushModelMatrix(
                        Matrix4x4.CreateRotationZ(unit.InclineAngle, new Vector3(unit.Center, 0))
                        );
                }
                // Draw the texture rectangle
                composer.RenderOutline(Item.Position, Item.Size, Color.Green, 2);

                if (unit.InclineAngle != 0f)
                {
                    composer.PopModelMatrix();
                }

                // Draw future position for units
                Vector3 futurePosition;
                if (!unit.IsAffectedByGravityPush)
                {
                    futurePosition = new Vector3(
                        unit.CollisionBox.X + (unit.VelocityX * unit.RunTimer.Progress),
                        unit.CollisionBox.Y - (unit.GravityTimer.Progress * unit.StartingVelocityY),
                        unit.CollisionBox.Z
                        );
                }
                else
                {
                    if (unit.GravityPushPushDurationTimer != null)
                    {
                        futurePosition = new Vector3(
                            unit.CollisionBox.X + (unit.VelocityX * unit.GravityPushPushDurationTimer.Progress),
                            unit.CollisionBox.Y - unit.StartingVelocityY,
                            unit.CollisionBox.Z
                            );
                    }
                    else
                    {
                        futurePosition = new Vector3(
                            unit.CollisionBox.X,
                            unit.CollisionBox.Y - unit.StartingVelocityY,
                            unit.CollisionBox.Z
                            );
                    }
                }
                composer.RenderOutline(futurePosition, unit.CollisionBox.Size, Color.Cyan, 1);

                // Draw last position of the CollisionBox
                composer.RenderOutline(unit.LastState.CollisionBox.Position, unit.LastState.CollisionBox.Size, Color.Yellow, 2);

                // Draw CollisionBox for units
                composer.RenderOutline(unit.CollisionBox.Position, unit.CollisionBox.Size, Color.Red, 2);

                // Draw CollisionBox center for units
                composer.RenderCircle(unit.CollisionBox.Center.ToVec3(Item.Z), 3, Color.Red, true);
            }
            else if (Item is Decoration dec)
            {
                // Draw texture center
                composer.RenderCircle(Item.Center.ToVec3(Item.Z), 3, Color.Green, true);

                // Draw texture rectangle (without rotation)
                composer.RenderOutline(dec.Position, dec.DisplaySize, Color.Blue, 2);

                if (dec.Rotation != 0f)
                {
                    // Tiled rotates images around the bottom left corner
                    composer.PushModelMatrix(
                        Matrix4x4.CreateRotationZ(dec.Rotation, new Vector3(dec.X, dec.Y + dec.DisplaySize.Y, 0))
                        );
                }

                // Draw texture rectangle (with rotation)
                composer.RenderOutline(dec.Position, dec.DisplaySize, Color.Red, 2);

                if (dec.Rotation != 0f)
                {
                    // Tiled rotates images around the bottom left corner
                    composer.PopModelMatrix();
                }
            }
        }