Esempio n. 1
0
        /// <inheritdoc/>
        public override void Render(object dc, ShapeRenderer renderer, PageContainer container, double dx, double dy)
        {
            renderer.Fill(dc, dx, dy, container.Width, container.Height, container.Background);

            var db = container.Data == null ? default(ImmutableArray <Property>) : container.Data.Properties;
            var r  = container.Data == null ? default(Record) : container.Data.Record;

            if (container.Template != null)
            {
                renderer.Draw(dc, container.Template, dx, dy, db, r);
            }

            renderer.Draw(dc, container, dx, dy, db, r);
        }
Esempio n. 2
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        /// <inheritdoc/>
        public override void Render(object dc, ShapeRenderer renderer, XContainer container, double dx, double dy)
        {
            renderer.Fill(dc, dx, dy, container.Width, container.Height, container.Background);

            var db = container.Data == null ? default(ImmutableArray<XProperty>) : container.Data.Properties;
            var r = container.Data == null ? default(XRecord) : container.Data.Record;

            if (container.Template != null)
            {
                renderer.Draw(dc, container.Template, dx, dy, db, r);
            }

            renderer.Draw(dc, container, dx, dy, db, r);
        }
Esempio n. 3
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        /// <inheritdoc/>
        public override void Draw(object dc, ShapeRenderer renderer, double dx, double dy, ImmutableArray <XProperty> db, XRecord r)
        {
            var record = this.Data.Record ?? r;

            if (State.Flags.HasFlag(ShapeStateFlags.Visible))
            {
                renderer.Draw(dc, this, dx, dy, db, record);
            }

            if (renderer.State.SelectedShape != null)
            {
                if (this == renderer.State.SelectedShape)
                {
                    _topLeft.Draw(dc, renderer, dx, dy, db, record);
                    _bottomRight.Draw(dc, renderer, dx, dy, db, record);
                }
                else if (_topLeft == renderer.State.SelectedShape)
                {
                    _topLeft.Draw(dc, renderer, dx, dy, db, record);
                }
                else if (_bottomRight == renderer.State.SelectedShape)
                {
                    _bottomRight.Draw(dc, renderer, dx, dy, db, record);
                }
            }

            if (renderer.State.SelectedShapes != null)
            {
                if (renderer.State.SelectedShapes.Contains(this))
                {
                    _topLeft.Draw(dc, renderer, dx, dy, db, record);
                    _bottomRight.Draw(dc, renderer, dx, dy, db, record);
                }
            }
        }
Esempio n. 4
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        /// <inheritdoc/>
        public override void Render(object dc, ShapeRenderer renderer, PageContainer container, double dx, double dy)
        {
            var db = container.Data == null ? default(ImmutableArray <Property>) : container.Data.Properties;
            var r  = container.Data == null ? default(Record) : container.Data.Record;

            renderer.Draw(dc, container, dx, dy, db, r);

            if (container.WorkingLayer != null)
            {
                renderer.Draw(dc, container.WorkingLayer, dx, dy, db, r);
            }

            if (container.HelperLayer != null)
            {
                renderer.Draw(dc, container.HelperLayer, dx, dy, db, r);
            }
        }
Esempio n. 5
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        /// <inheritdoc/>
        public override void Draw(object dc, ShapeRenderer renderer, double dx, double dy, ImmutableArray <XProperty> db, XRecord r)
        {
            var record = this.Data.Record ?? r;

            if (State.Flags.HasFlag(ShapeStateFlags.Visible))
            {
                renderer.Draw(dc, this, dx, dy, db, record);
                base.Draw(dc, renderer, dx, dy, db, record);
            }
        }
        /// <summary>
        /// Draw container.
        /// </summary>
        /// <param name="dc">The drawing context.</param>
        /// <param name="renderer">The shape renderer.</param>
        /// <param name="container">The page to draw.</param>
        private void Draw(DrawingContext dc, ShapeRenderer renderer, XContainer container)
        {
            DrawBackground(dc, container.Background, container.Width, container.Height);

            var db = container.Data == null ? default(ImmutableArray <XProperty>) : container.Data.Properties;
            var r  = container.Data == null ? default(XRecord) : container.Data.Record;

            renderer.Draw(dc, container, db, r);

            if (container.WorkingLayer != null)
            {
                renderer.Draw(dc, container.WorkingLayer, db, r);
            }

            if (container.HelperLayer != null)
            {
                renderer.Draw(dc, container.HelperLayer, db, r);
            }
        }
Esempio n. 7
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        /// <inheritdoc/>
        public override void Draw(object dc, ShapeRenderer renderer, double dx, double dy, object db, object r)
        {
            var record = this.Data?.Record ?? r;

            if (State.Flags.HasFlag(ShapeStateFlags.Visible))
            {
                var state = base.BeginTransform(dc, renderer);

                renderer.Draw(dc, this, dx, dy, db, record);

                base.EndTransform(dc, renderer, state);

                base.Draw(dc, renderer, dx, dy, db, record);
            }
        }
Esempio n. 8
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        /// <inheritdoc/>
        public override void Draw(object dc, ShapeRenderer renderer, double dx, double dy, ImmutableArray <XProperty> db, XRecord r)
        {
            var record = this.Data.Record ?? r;

            if (State.Flags.HasFlag(ShapeStateFlags.Visible))
            {
                renderer.Draw(dc, this, dx, dy, db, record);
            }

            if (renderer.State.SelectedShape != null)
            {
                if (this == renderer.State.SelectedShape)
                {
                    var points = this.GetPoints();
                    foreach (var point in points)
                    {
                        point.Draw(dc, renderer, dx, dy, db, record);
                    }
                }
                else
                {
                    var points = this.GetPoints();
                    foreach (var point in points)
                    {
                        if (point == renderer.State.SelectedShape)
                        {
                            point.Draw(dc, renderer, dx, dy, db, record);
                        }
                    }
                }
            }

            if (renderer.State.SelectedShapes != null)
            {
                if (renderer.State.SelectedShapes.Contains(this))
                {
                    var points = this.GetPoints();
                    foreach (var point in points)
                    {
                        point.Draw(dc, renderer, dx, dy, db, record);
                    }
                }
            }
        }
        /// <summary>
        /// Display the name label(s) of the models in screen space.
        /// </summary>

        public void DrawModelNames(Scene debugScene, Camera debugCamera)
        {
            spriteBatch.Begin();

            // If the cursor is over a model, we'll draw its name.
            Ray cursorRay = CalculateCursorRay(debugCamera.projection, debugCamera.view);

            Matrix         instanceMatrix = Matrix.Identity;
            BoundingSphere bSphere;

            foreach (Meteor.Resources.Model staticModel in debugScene.sceneModels.Values)
            {
                // Check for cursor picking intersection
                if (RayIntersectsModel(cursorRay, staticModel, out instanceMatrix, out bSphere))
                {
                    String foundMeshName = "Model";
                    foreach (String meshName in staticModel.MeshInstanceGroups.Keys)
                    {
                        foundMeshName = meshName;
                        break;
                    }

                    // Project from world space to screen space
                    Vector3 screenSpace = graphicsDevice.Viewport.Project(Vector3.Zero, debugCamera.projection,
                                                                          debugCamera.view, instanceMatrix);

                    // we want to draw the text a little bit above that, so we'll use the screen space position.
                    Vector2 textPosition =
                        new Vector2((int)screenSpace.X, (int)screenSpace.Y - 60);

                    // Calculate string's center and draw using that as the origin.
                    Vector2 stringCenter =
                        font.MeasureString(foundMeshName) / 2;

                    spriteBatch.Draw(nullTexture,
                                     new Vector2(textPosition.X - stringCenter.X - 8, textPosition.Y - (int)stringCenter.Y - 2),
                                     new Rectangle(
                                         (int)(textPosition.X - stringCenter.X - 8), (int)(textPosition.Y - (int)stringCenter.Y - 2),
                                         (int)(stringCenter.X * 2 + 16), font.LineSpacing + 4),
                                     new Color(0, 0, 0, 120));

                    // first draw the shadow...
                    Vector2 shadowOffset = new Vector2(1, 1);
                    spriteBatch.DrawString(font, foundMeshName,
                                           textPosition + shadowOffset, Color.Black, 0.0f,
                                           stringCenter, 1.0f, SpriteEffects.None, 0.0f);

                    // ...and then the real text on top.
                    spriteBatch.DrawString(font, foundMeshName,
                                           textPosition, Color.White, 0.0f,
                                           stringCenter, 1.0f, SpriteEffects.None, 0.0f);

                    // Add debug shapes around the highlighted object
                    ShapeRenderer.AddBoundingSphere(bSphere, Color.LawnGreen);
                    ShapeRenderer.Draw(debugCamera.view, debugCamera.projection);

                    // We can stop here if just one model is needed.
                    //break;
                }
            }

            spriteBatch.End();
        }