Esempio n. 1
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 /// <summary>
 /// Updates the states of the connected touch devices.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 public void Update(UltravioletTime time)
 {
     foreach (var device in devices)
     {
         device.Update(time);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Draws the contents of the queue.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
        /// <param name="dc">The drawing context that describes the render state of the layout.</param>
        public void Draw(UltravioletTime time, DrawingContext dc)
        {
            if (queue.Count == 0)
                return;

            position = null;

            while (true)
            {
                position = (position == null) ? queue.First : position.Next;
                next     = position.Next;

                var popup = position.Value;

                dc.Reset(popup.View.Display);

                popup.EnsureIsLoaded(true);
                popup.Draw(time, dc);

                if (position.Next == null)
                    break;
            }

            position = null;
            next     = null;
        }
Esempio n. 3
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 /// <summary>
 /// Updates the sprite's default animation controllers.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 public void Update(UltravioletTime time)
 {
     foreach (var animation in animations)
     {
         animation.Controller.Update(time);
     }
 }
Esempio n. 4
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        /// <inheritdoc/>
        public override void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            UpdateView(time);
            UpdateTransition(time);

            OnUpdating(time);
        }
Esempio n. 5
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        /// <inheritdoc/>
        protected override void OnDrawing(UltravioletTime time, DrawingContext dc)
        {
            DrawBlank(dc, new RectangleD(-HalfBoxSize, -HalfBoxSize, FullBoxSize, FullBoxSize), Color.Red);
            DrawBlank(dc, new RectangleD(AdornedElement.RenderSize.Width - HalfBoxSize, -HalfBoxSize, FullBoxSize, FullBoxSize), Color.Lime);
            DrawBlank(dc, new RectangleD(-8, AdornedElement.RenderSize.Height - HalfBoxSize, FullBoxSize, FullBoxSize), Color.Blue);
            DrawBlank(dc, new RectangleD(AdornedElement.RenderSize.Width - HalfBoxSize, AdornedElement.RenderSize.Height - HalfBoxSize, FullBoxSize, FullBoxSize), Color.Magenta);

            base.OnDrawing(time, dc);
        }
        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            this.keyboard.Update(time);
            this.mouse.Update(time);
            this.gamePadInfo.Update(time);
            this.touchInfo.Update(time);

            OnUpdating(time);
        }
Esempio n. 7
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        /// <summary>
        /// Updates the subsystem's state.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            foreach (var stack in screenStacks)
            {
                stack.Update(time);
            }

            OnUpdating(time);
        }
Esempio n. 8
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        /// <inheritdoc/>
        public override void Draw(UltravioletTime time, SpriteBatch spriteBatch)
        {
            Contract.Require(spriteBatch, "spriteBatch");
            Contract.EnsureNotDisposed(this, Disposed);

            if (!IsOnCurrentWindow)
                return;

            OnDrawingBackground(time, spriteBatch);
            DrawView(time, spriteBatch);
            OnDrawingForeground(time, spriteBatch);
        }
Esempio n. 9
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        /// <inheritdoc/>
        protected override void OnUpdating(UltravioletTime time)
        {
            // ACTION: Save Image
            if (Ultraviolet.GetInput().GetActions().SaveImage.IsPressed() || (Ultraviolet.GetInput().GetTouchDevice()?.WasTapped() ?? false))
            {
                content.Load <SoundEffect>(GlobalSoundEffectID.Shutter).Play();

                // The SurfaceSaver class contains platform-specific functionality needed to write image
                // data to files. We can pass a render target directly to the SaveAsPng() or SaveAsJpg() methods.
                var saver    = SurfaceSaver.Create();
                var filename = $"output-{DateTime.Now:yyyyMMdd-HHmmss}.png";
                var path     = filename;

#if ANDROID
                var dir = Android.OS.Environment.GetExternalStoragePublicDirectory(
                    Android.OS.Environment.DirectoryPictures).AbsolutePath;
                path = Path.Combine(dir, filename);
#endif

                using (var stream = File.OpenWrite(path))
                    saver.SaveAsPng(rtarget, stream);

#if ANDROID
                Android.Media.MediaScannerConnection.ScanFile(ApplicationContext, new String[] { path },
                                                              new String[] { Android.Webkit.MimeTypeMap.Singleton.GetMimeTypeFromExtension("png") }, null);

                confirmMsgText    = $"Image saved to photo gallery";
                confirmMsgOpacity = 1;
#else
                confirmMsgText    = $"Image saved to {filename}";
                confirmMsgOpacity = 1;
#endif

                // Alternatively, we could populate an array with the target's data using the GetData() method...
                //     var data = new Color[rtarget.Width * rtarget.Height];
                //     rtarget.GetData(data);
            }

            // ACTION: Exit Application
            if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
            {
                Exit();
            }

            // Fade out save confirmation message
            if (confirmMsgOpacity > 0)
            {
                confirmMsgOpacity -= (1.0 / 4.0) * time.ElapsedTime.TotalSeconds;
            }

            base.OnUpdating(time);
        }
Esempio n. 10
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            if (textLayoutCommands != null && textLayoutCommands.Count > 0 && containingControl != null)
            {
                var positionRaw = Display.DipsToPixels(UntransformedAbsolutePosition + ContentOffset);
                var positionX   = dc.IsTransformed ? positionRaw.X : Math.Floor(positionRaw.X);
                var positionY   = dc.IsTransformed ? positionRaw.Y : Math.Floor(positionRaw.Y);
                var position    = new Vector2((Single)positionX, (Single)positionY);
                View.Resources.TextRenderer.Draw((SpriteBatch)dc, textLayoutCommands, position, containingControl.Foreground * dc.Opacity);
            }

            base.DrawOverride(time, dc);
        }
Esempio n. 11
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        protected override void OnUpdating(UltravioletTime time)
        {
            spinnerSprite.Update(time);

            if (loader.IsLoaded)
            {
                var screen = uiScreenService.Get <GameplayScreen>();
                Screens.OpenBelow(screen, this);
                Screens.Close(this);
            }

            base.OnUpdating(time);
        }
        /// <summary>
        /// Updates the screen stack's state.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
        public void Update(UltravioletTime time)
        {
            RemoveClosedScreensFromStack();

            for (var current = screens.First; current != null; current = current.Next)
            {
                current.Value.Update(time);
            }

            RemoveClosedScreensFromStack();

            UpdatePendingOpenings();
        }
Esempio n. 13
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        /// <inheritdoc/>
        protected override void OnDigesting(UltravioletTime time)
        {
            var children = Children;

            if (children != null)
            {
                foreach (var child in children)
                {
                    child.Digest(time);
                }
            }
            base.OnDigesting(time);
        }
        /// <summary>
        /// Draws the screens in the stack.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
        /// <param name="spriteBatch">The <see cref="SpriteBatch"/> with which to draw the screen stack's screens.</param>
        public void Draw(UltravioletTime time, SpriteBatch spriteBatch)
        {
            Contract.Require(spriteBatch, nameof(spriteBatch));

            if (screens.Count > 0)
            {
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                for (var screen = FindFirstScreenToRender(); screen != null; screen = screen.Next)
                {
                    screen.Value.Draw(time, spriteBatch);
                }
                spriteBatch.End();
            }
        }
Esempio n. 15
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 public void UpdateCamera(UltravioletTime time)
 {
     if (moveCamera)
     {
         if (-camera.Position.Y >= cameraTargetPosition * screenScale.X)
         {
             CameraMovementDone();
         }
         else
         {
             camera.Move(new Vector2f(0, cameraSpeed * (float)time.ElapsedTime.TotalSeconds));
         }
     }
 }
Esempio n. 16
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        protected override void OnDrawing(UltravioletTime time)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            spriteBatch.DrawSprite(this.sprite["Explosion"].Controller, new Vector2(32, 32));
            spriteBatch.DrawSprite(controller1, new Vector2(132, 32));
            spriteBatch.DrawSprite(controller2, new Vector2(232, 32));
            spriteBatch.DrawSprite(controller3, new Vector2(332, 32));
            spriteBatch.DrawSprite(controller4, new Vector2(432, 32));

            spriteBatch.End();

            base.OnDrawing(time);
        }
        public override void ImGuiUpdate(UltravioletTime time)
        {
            FontAsset asset = GetFirstAssetOfType <FontAsset>();

            ImGui.SetNextWindowBgAlpha(0);
            ImGui.SetNextWindowPos(Entity.Transform.ToVector2());
            if (ImGui.Begin(Text, ImGuiFlagsPresets.InvisibleWindow))
            {
                ImGui.PushFont(asset.ImGuiID);
                ImGui.TextColored(Color, Text);
                ImGui.PopFont();
                ImGui.End();
            }
        }
Esempio n. 18
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            /// <summary>
            /// Updates the value's animation state when using a simple animation.
            /// </summary>
            /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
            private void UpdateSimpleAnimation(UltravioletTime time)
            {
                var factor            = (Single)(animationClock.ElapsedTime.TotalMilliseconds / animationClock.Duration.TotalMilliseconds);
                var valueStart        = animatedHandOffValue;
                var valueEnd          = animatedTargetValue;
                var valueInterpolated = Tweening.Tween(valueStart, valueEnd, animationEasing, factor);

                if (IsCoerced)
                {
                    valueInterpolated = metadata.CoerceValue <T>(owner, valueInterpolated);
                }

                animatedValue = valueInterpolated;
            }
Esempio n. 19
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        /// <summary>
        /// Updates the clock's state.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
        public void Update(UltravioletTime time)
        {
            if (!IsValid || state != ClockState.Playing)
            {
                return;
            }

            total += time.ElapsedTime.TotalMilliseconds;

            var duration       = Duration.TotalMilliseconds;
            var elapsedUpdated = elapsed + (delta * time.ElapsedTime.TotalMilliseconds);
            var elapsedClamped = (elapsedUpdated < 0) ? 0 : elapsedUpdated > duration ? duration : elapsedUpdated;

            if (elapsedUpdated < 0 || elapsedUpdated >= duration)
            {
                switch (LoopBehavior)
                {
                case LoopBehavior.None:
                    elapsed = elapsedClamped;
                    delta   = 1.0;
                    break;

                case LoopBehavior.Loop:
                    elapsed = elapsedClamped % duration;
                    delta   = 1.0;
                    break;

                case LoopBehavior.Reverse:
                {
                    var remaining   = elapsedUpdated < 0 ? Math.Abs(elapsedUpdated) : elapsedUpdated - duration;
                    var distributed = 0.0;

                    while (remaining > 0)
                    {
                        distributed     = Math.Min(remaining, duration);
                        delta           = -delta;
                        elapsedClamped += (delta * distributed);
                        remaining      -= distributed;
                    }
                }
                    elapsed = elapsedClamped;
                    break;
                }
            }
            else
            {
                elapsed = elapsedUpdated;
            }
        }
Esempio n. 20
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        /// <inheritdoc/>
        public override void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            FinishLoadingView();

            if (View != null && State != UIPanelState.Closed)
            {
                UpdateViewPosition();
                UpdateView(time);
            }
            UpdateTransition(time);

            OnUpdating(time);
        }
Esempio n. 21
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        protected override void OnDrawing(UltravioletTime time)
        {
            var gfx = Ultraviolet.GetGraphics();

            gfx.Clear(new Color(222, 206, 206));
            var viewMatrix = camera.GetTransform();

            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.DepthRead, RasterizerState.CullNone, null, viewMatrix * Matrix.CreateScale(screenScale));
            _current.Draw(spriteBatch);
            var settings = new TextLayoutSettings(Trebuchet, null, null, TextFlags.Standard);

            tr.Draw(spriteBatch, "|shader:wavy|Hallo Welt ich teste gerade |shader:shaky|glyph shaders|shader| !!!", new Vector2(100, 100), Color.White, settings);
            spriteBatch.End();
            base.OnDrawing(time);
        }
 public static void DrawSprites(UltravioletTime time)
 {
     _spriteBatch.Begin(SpriteSortMode.BackToFront, Ultraviolet.Graphics.BlendState.AlphaBlend);
     foreach (var sprite in _spritesToDraw)
     {
         _spriteBatch.DrawSprite(sprite.Controller, sprite.Entity.Transform.ToVector2(), null, null, Color.White,
                                 0, SpriteEffects.None, sprite.Entity.Transform.depth);
         if (_debugHitbox)
         {
             DisplayHitbox(sprite);
         }
     }
     _spriteBatch.End();
     _spritesToDraw.Clear();
 }
Esempio n. 23
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        protected override void OnUpdating(UltravioletTime time)
        {
            if (IsReadyForInput)
            {
                var input    = Ultraviolet.GetInput();
                var keyboard = input.GetKeyboard();
                var touch    = input.GetPrimaryTouchDevice();

                if (keyboard.IsKeyPressed(Key.Left) || (touch != null && touch.WasTapped()))
                {
                    Screens.Close(this);
                }
            }
            base.OnUpdating(time);
        }
Esempio n. 24
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        protected override void OnDrawingForeground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(blankTexture, new RectangleF(0, 0, Width, Height), new Color(180, 0, 0));

#if ANDROID
            var text = "This is SampleScreen1\nTap to open SampleScreen2";
#else
            var text = "This is SampleScreen1\nPress right arrow key to open SampleScreen2";
#endif

            var settings = new TextLayoutSettings(font, Width, Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, text, Vector2.Zero, Color.White * TransitionPosition, settings);

            base.OnDrawingForeground(time, spriteBatch);
        }
Esempio n. 25
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        protected override void OnDrawing(UltravioletTime time)
        {
            Size2 size = Ultraviolet.GetPlatform().Windows.GetCurrent().ClientSize;

            animator.Position = new Vector2(size.Width, size.Height) / 2;

            spriteBatch.Begin();
            animator.Draw(spriteBatch);
            spriteBatch.DrawString(spriteFont, textBuffer, new Vector2(size.Width - 150, 10), Color.White);
            spriteBatch.DrawString(spriteFont, Constants.KeyBindings, Vector2.One * 8, Color.White);
            spriteBatch.DrawString(spriteFont, status, new Vector2(10, size.Height - 50), Color.Black);
            spriteBatch.DrawString(spriteFont, metadata, new Vector2(size.Width - 300, size.Height * 0.5f), Color.Black);
            spriteBatch.End();

            base.OnDrawing(time);
        }
Esempio n. 26
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        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            var result = default(FMOD_RESULT);

            result = FMOD_System_Update(system);
            if (result != FMOD_OK)
            {
                throw new FMODException(result);
            }

            UpdateAudioDevices();

            Updating?.Invoke(this, time);
        }
Esempio n. 27
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        /// <inheritdoc/>
        protected override void OnUpdating(UltravioletTime time)
        {
            RunFrameActions(FrameActionType.Update, updateCount, time);

            if (framesToSkip == 0)
            {
                if (shouldExit())
                {
                    Exit();
                }
            }

            updateCount++;

            base.OnUpdating(time);
        }
Esempio n. 28
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        protected override void OnUpdating(UltravioletTime time)
        {
            if (IsReadyForInput)
            {
                var input    = Ultraviolet.GetInput();
                var keyboard = input.GetKeyboard();
                var touch    = input.GetTouchDevice();

                if (keyboard.IsKeyPressed(Key.Right) || (touch != null && touch.WasTapped()))
                {
                    var screen = uiScreenService.Get <SampleScreen2>();
                    Screens.Open(screen);
                }
            }
            base.OnUpdating(time);
        }
Esempio n. 29
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        /// <summary>
        /// Updates the clock's state.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
        public void Update(UltravioletTime time)
        {
            if (!IsValid || state != ClockState.Playing)
                return;

            total += time.ElapsedTime.TotalMilliseconds;

            var duration       = Duration.TotalMilliseconds;
            var elapsedUpdated = elapsed + (delta * time.ElapsedTime.TotalMilliseconds);
            var elapsedClamped = (elapsedUpdated < 0) ? 0 : elapsedUpdated > duration ? duration : elapsedUpdated;

            if (elapsedUpdated < 0 || elapsedUpdated >= duration)
            {
                switch (LoopBehavior)
                {
                    case LoopBehavior.None:
                        elapsed = elapsedClamped;
                        delta   = 1.0;
                        break;

                    case LoopBehavior.Loop:
                        elapsed = elapsedClamped % duration;
                        delta   = 1.0;
                        break;

                    case LoopBehavior.Reverse:
                        {
                            var remaining   = elapsedUpdated < 0 ? Math.Abs(elapsedUpdated) : elapsedUpdated - duration;
                            var distributed = 0.0;

                            while (remaining > 0)
                            {
                                distributed     = Math.Min(remaining, duration);
                                delta           = -delta;
                                elapsedClamped += (delta * distributed);
                                remaining      -= distributed;
                            }
                        }
                        elapsed  = elapsedClamped;
                        break;
                }
            }
            else
            {
                elapsed = elapsedUpdated;
            }
        }
Esempio n. 30
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        /// <summary>
        /// Called when the application's scene is being drawn.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to Draw.</param>
        protected override void OnDrawing(UltravioletTime time)
        {
            var gfx         = Ultraviolet.GetGraphics();
            var window      = Ultraviolet.GetPlatform().Windows.GetCurrent();
            var aspectRatio = window.DrawableSize.Width / (Single)window.DrawableSize.Height;

            effect.World      = Matrix.CreateRotationY((float)(2.0 * Math.PI * (time.TotalTime.TotalSeconds / 10.0)));
            effect.View       = Matrix.CreateLookAt(new Vector3(0, 3, 6), new Vector3(0, 0.75f, 0), Vector3.Up);
            effect.Projection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4f, aspectRatio, 1f, 1000f);

            gfx.SetGeometryStream(geometryStream);

            void DrawGeometry(RasterizerState rasterizerState, DepthStencilState depthStencilState)
            {
                foreach (var pass in this.effect.CurrentTechnique.Passes)
                {
                    pass.Apply();

                    gfx.SetRasterizerState(rasterizerState);
                    gfx.SetDepthStencilState(depthStencilState);
                    gfx.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount / 3);
                    //gfx.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indexBuffer.IndexCount / 3);
                }
            }

            effect.FogColor = Color.Red;
            effect.PreferPerPixelLighting = true;
            effect.LightingEnabled        = true;
            effect.SrgbColor          = false;
            effect.VertexColorEnabled = false;
            effect.DiffuseColor       = Color.White;
            effect.TextureEnabled     = false;
            effect.Texture            = texture;
            DrawGeometry(rasterizerStateSolid, DepthStencilState.Default);

            if (!gl.IsGLES)
            {
                effect.LightingEnabled    = false;
                effect.FogEnabled         = false;
                effect.VertexColorEnabled = false;
                effect.DiffuseColor       = Color.Black;
                effect.TextureEnabled     = false;
                DrawGeometry(rasterizerStateWireframe, DepthStencilState.None);
            }

            base.OnDrawing(time);
        }
Esempio n. 31
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            var font = Font;
            if (font.IsLoaded)
            {
                View.Resources.StringFormatter.Reset();
                View.Resources.StringFormatter.AddArgument(Value);
                View.Resources.StringFormatter.Format(Format ?? "{0}", View.Resources.StringBuffer);

                var face = font.Resource.Value.GetFace(FontStyle);
                var position = Display.DipsToPixels(UntransformedAbsolutePosition);
                var positionRounded = dc.IsTransformed ? (Vector2)position : (Vector2)(Point2)position;

                dc.DrawString(face, View.Resources.StringBuffer, positionRounded, Foreground);
            }
            base.DrawOverride(time, dc);
        }
Esempio n. 32
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        protected override void OnDrawing(UltravioletTime time)
        {
            var winSize = Ultraviolet.GetPlatform().Windows.GetPrimary().DrawableSize;

            var x      = 0;
            var y      = 0;
            var width  = winSize.Width / 4;
            var height = winSize.Height;

            for (int i = 0; i < 4; i++)
            {
                DrawGamePadState(i, new Rectangle(x, y, width, height));
                x += width;
            }

            base.OnDrawing(time);
        }
Esempio n. 33
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            var percent = 1.0;

            var parent = TemplatedParent as RangeBase;

            if (parent != null)
            {
                percent = (parent.Value - parent.Minimum) / (parent.Maximum - parent.Minimum);
            }

            var area = new RectangleD(0, 0, RenderSize.Width * percent, RenderSize.Height);

            DrawImage(dc, Source, area, SourceColor);

            base.DrawOverride(time, dc);
        }
Esempio n. 34
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        protected override void OnDrawingForeground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            var offset = GetScreenOffset();

            spriteBatch.Draw(blankTexture, new RectangleF(offset, 0, Width, Height), new Color(0, 0, 180));

#if ANDROID || IOS
            var text = "This is SampleScreen2\nTap to open SampleScreen1";
#else
            var text = "This is SampleScreen2\nPress left arrow key to open SampleScreen1";
#endif

            var settings = new TextLayoutSettings(font, Width, Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, text, new Vector2(offset, 0), Color.White, settings);

            base.OnDrawingForeground(time, spriteBatch);
        }
Esempio n. 35
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            /// <summary>
            /// Checks to determine whether the property's underlying value has changed,
            /// and if so, handles it appropriately.
            /// </summary>
            private void CheckForChanges(UltravioletTime time = null)
            {
                var original = GetValue();

                if (IsAnimated && time != null)
                {
                    UpdateAnimation(time);
                }

                var value = default(T);
                var potentiallyChanged = false;

                if (cachedBoundValue != null)
                {
                    if (cachedBoundValue.CheckHasChanged() || IsCoercedValueDifferentFromCachedBoundValue())
                    {
                        value = cachedBoundValue.Get();
                        potentiallyChanged = true;
                    }
                }
                else
                {
                    value = GetValue();
                    potentiallyChanged = !Compare(value, previousValue);
                }

                if (potentiallyChanged)
                {
                    var oldValue = original;
                    var newValue = value;

                    if (IsCoerced)
                    {
                        coercedValue       = metadata.CoerceValue(owner, value);
                        potentiallyChanged = !Compare(coercedValue, original);
                        newValue           = coercedValue;
                    }

                    var definitelyChanged = potentiallyChanged;
                    if (definitelyChanged)
                    {
                        HandleChanged(oldValue, newValue);
                    }
                }
                previousValue = value;
            }
Esempio n. 36
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        public virtual void Update(UltravioletTime time)
        {
            var moved = false;

            if (Effect != null)
            {
                Effect.Animate(this, time);
                moved = true;
            }

            if (moved)
            {
                DrawPosition = new Vector2(Pos.X, Pos.Y);
                TargetRect   = GetTargetRect();
            }

            UpdateAnimation(time);
        }
Esempio n. 37
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        public virtual void Update(UltravioletTime time)
        {
            if (done)
            {
                return;
            }
            Vector2f playerPos = Player.getPlayer().position + new Vector2f(scale / 2, scale / 2);
            Vector2f next;

            if (playerPos.X >= borders.X && playerPos.X <= borders.Y)
            {
                next = Player.getPlayer().position + Resources.deltaTime * Player.getPlayer().velocity;
                if (next.Y > position - scale / 2 && next.Y <= position)
                {
                    Player.getPlayer().SetCurrLine(position - scale / 2, this);
                }
            }
        }
            /// <summary>
            /// Updates the value's animation state.
            /// </summary>
            /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
            private void UpdateAnimation(UltravioletTime time)
            {
                var animState = GetAnimationState(false);

                if (animState == null)
                {
                    return;
                }

                if (animState.Animation != null)
                {
                    UpdateStoryboardAnimation(time);
                }
                else
                {
                    UpdateSimpleAnimation(time);
                }
            }
Esempio n. 39
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        /// <summary>
        /// Updates the active clock instances when the UI subsystem is updated.
        /// </summary>
        private void StoryboardClockPool_Updating(IUltravioletSubsystem subsystem, UltravioletTime time)
        {
            if (pool == null)
            {
                return;
            }

            var upf = Ultraviolet.GetUI().GetPresentationFoundation();

            upf.PerformanceStats.BeginUpdate();

            pool.Update(time, (value, state) =>
            {
                value.Value.Update((UltravioletTime)state);
            });

            upf.PerformanceStats.EndUpdate();
        }
Esempio n. 40
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        /// <inheritdoc/>
        public override void Draw(UltravioletTime time, SpriteBatch spriteBatch, Single opacity = 1)
        {
            if (imGuiContext != IntPtr.Zero)
            {
                var spriteBatchState = spriteBatch.GetCurrentState();
                spriteBatch.End();

                ImGui.SetCurrentContext(imGuiContext);
                ImGui.Render();

                var drawDataPtr = ImGui.GetDrawData();
                imGuiGeometry.Draw(ref drawDataPtr);

                (Panel as IImGuiPanel)?.ImGuiDraw(time);

                spriteBatch.Begin(spriteBatchState);
            }
        }
Esempio n. 41
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            /* NOTE:
             * By pre-emptively setting the clip region in the Grid itself, we can prevent
             * multiple batch flushes when drawing consecutive children within the same clip region.
             * This is because DrawingContext evaluates the current clip state and only performs
             * a flush if something has changed. */

            var clip = (RectangleD?)null;

            for (int i = 0; i < Children.Count; i++)
            {
                var child = Children.GetByZOrder(i);
                if (child.ClipRectangle != clip)
                {
                    if (clip.HasValue)
                    {
                        clip = null;
                        dc.PopClipRectangle();
                    }

                    if (child.ClipRectangle.HasValue)
                    {
                        clip = child.ClipRectangle;
                        dc.PushClipRectangle(clip.Value);
                    }
                }

                child.Draw(time, dc);
            }

            if (clip.HasValue)
                dc.PopClipRectangle();
        }
        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            OnUpdating(time);
        }
 /// <summary>
 /// Raises the <see cref="Updating"/> event.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 private void OnUpdating(UltravioletTime time)
 {
     var temp = Updating;
     if (temp != null)
     {
         temp(this, time);
     }
 }
Esempio n. 44
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 /// <summary>
 /// Updates the player's state.
 /// </summary>
 /// <param name="time">Time elapsed since the last update.</param>
 public override void Update(UltravioletTime time)
 {
     Contract.EnsureNotDisposed(this, Disposed);
 }
Esempio n. 45
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 /// <inheritdoc/>
 protected override void UpdateOverride(UltravioletTime time)
 {
     if (View != null && !View.IsInputEnabledAndAllowed)
     {
         IsPressed = false;
     }
     base.UpdateOverride(time);
 }
Esempio n. 46
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 /// <summary>
 /// Raises the Updating event.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 private void OnUpdating(UltravioletTime time) =>
     Updating?.Invoke(this, time);
Esempio n. 47
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            if (textLayoutCommands != null && textLayoutCommands.Count > 0 && containingControl != null)
            {
                var positionRaw = Display.DipsToPixels(UntransformedAbsolutePosition + ContentOffset);
                var positionX = dc.IsTransformed ? positionRaw.X : Math.Round(positionRaw.X, MidpointRounding.AwayFromZero);
                var positionY = dc.IsTransformed ? positionRaw.Y : Math.Round(positionRaw.Y, MidpointRounding.AwayFromZero);
                var position = new Vector2((Single)positionX, (Single)positionY);
                View.Resources.TextRenderer.Draw((SpriteBatch)dc, textLayoutCommands, position, containingControl.Foreground * dc.Opacity);
            }

            base.DrawOverride(time, dc);
        }
Esempio n. 48
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 /// <inheritdoc/>
 protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
 {
     if (View.Popups.IsDrawingPopup(this))
     {
         root.Draw(time, dc);
     }
     else
     {
         EnqueueForDrawingIfOpen(time, dc);
     }
 }
Esempio n. 49
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        /// <summary>
        /// Updates the active clock instances when the UI subsystem is updated.
        /// </summary>
        private void StoryboardClockPool_Updating(IUltravioletSubsystem subsystem, UltravioletTime time)
        {
            if (pool == null)
                return;

            var upf = Ultraviolet.GetUI().GetPresentationFoundation();
            upf.PerformanceStats.BeginUpdate();

            pool.Update(time, (value, state) =>
            {
                value.Value.Update((UltravioletTime)state);
            });

            upf.PerformanceStats.EndUpdate();
        }
Esempio n. 50
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 /// <inheritdoc/>
 protected override void OnDigesting(UltravioletTime time)
 {
     var children = Children;
     if (children != null)
     {
         foreach (var child in children)
         {
             child.Digest(time);
         }
     }
     base.OnDigesting(time);
 }
Esempio n. 51
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 /// <summary>
 /// Updates the device's state.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 public abstract void Update(UltravioletTime time);
Esempio n. 52
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            var borderColor = BorderColor;
            var borderThickness = BorderThickness;

            var borderArea = new RectangleD(0, 0, UntransformedRelativeBounds.Width, UntransformedRelativeBounds.Height);

            var leftSize = Math.Min(borderThickness.Left, borderArea.Width);
            if (leftSize > 0)
            {
                var leftArea = new RectangleD(borderArea.Left, borderArea.Top, leftSize, borderArea.Height);
                DrawBlank(dc, leftArea, borderColor);
            }

            var topSize = Math.Min(borderThickness.Top, borderArea.Height);
            if (topSize > 0)
            {
                var topArea = new RectangleD(borderArea.Left, borderArea.Top, borderArea.Width, topSize);
                DrawBlank(dc, topArea, borderColor);
            }

            var rightSize = Math.Min(borderThickness.Right, borderArea.Width);
            if (rightSize > 0)
            {
                var rightPos = Math.Max(borderArea.Left, borderArea.Right - rightSize);
                var rightArea = new RectangleD(rightPos, borderArea.Top, rightSize, borderArea.Height);
                DrawBlank(dc, rightArea, borderColor);
            }

            var bottomSize = Math.Min(borderThickness.Bottom, borderArea.Height);
            if (bottomSize > 0)
            {
                var bottomPos = Math.Max(borderArea.Top, borderArea.Bottom - bottomSize);
                var bottomArea = new RectangleD(borderArea.Left, bottomPos, borderArea.Width, bottomSize);
                DrawBlank(dc, bottomArea, borderColor);
            }

            base.DrawOverride(time, dc);
        }
        /// <inheritdoc/>
        protected override void OnDrawing(UltravioletTime time)
        {
            if (framesToSkip == 0)
            {
                Ultraviolet.GetGraphics().SetRenderTarget(rtarget);
                Ultraviolet.GetGraphics().Clear(Color.Black);

                if (renderer != null)
                {
                    renderer(Ultraviolet);
                }

                Ultraviolet.GetGraphics().SetRenderTarget(null);
                bmp = ConvertRenderTargetToBitmap(rtarget);
            }
            else
            {
                framesToSkip--;
            }
            base.OnDrawing(time);
        }
 /// <inheritdoc/>
 protected override void OnUpdating(UltravioletTime time)
 {
     if (framesToSkip == 0)
     {
         if (shouldExit())
         {
             Exit();
         }
     }
     base.OnUpdating(time);
 }
Esempio n. 55
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        /// <inheritdoc/>
        public override void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            FinishLoadingView();

            if (View != null && State != UIPanelState.Closed)
            {
                UpdateViewPosition();
                UpdateView(time);
            }
            UpdateTransition(time);

            OnUpdating(time);
        }
Esempio n. 56
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        /// <summary>
        /// If the popup is currently open, this method adds it to the view's popup queue for drawing.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
        /// <param name="dc">The drawing context that describes the render state of the layout.</param>
        internal void EnqueueForDrawingIfOpen(UltravioletTime time, DrawingContext dc)
        {
            if (!IsOpen)
                return;

            EnqueueForDrawing(time, dc);
        }
Esempio n. 57
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        /// <inheritdoc/>
        public override void Draw(UltravioletTime time, SpriteBatch spriteBatch)
        {
            Contract.Require(spriteBatch, nameof(spriteBatch));
            Contract.EnsureNotDisposed(this, Disposed);

            if (!IsOnCurrentWindow)
                return;

            OnDrawingBackground(time, spriteBatch);

            Window.Compositor.BeginContext(CompositionContext.Interface);

            FinishLoadingView();

            if (View != null)
            {
                DrawView(time, spriteBatch);
                OnDrawingView(time, spriteBatch);
            }

            Window.Compositor.BeginContext(CompositionContext.Overlay);

            OnDrawingForeground(time, spriteBatch);
        }
Esempio n. 58
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 /// <summary>
 /// Adds the popup to the view's popup queue for drawing.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
 /// <param name="dc">The drawing context that describes the render state of the layout.</param>
 internal void EnqueueForDrawing(UltravioletTime time, DrawingContext dc)
 {
     if (View.Popups.IsDrawingPopup(this))
         return;
     
     View.Popups.Enqueue(this);
 }
Esempio n. 59
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        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            if (textLayoutCommands != null && textLayoutCommands.Count > 0 && containingControl != null)
            {
                var position = Display.DipsToPixels(UntransformedAbsolutePosition + ContentOffset);
                var positionRounded = dc.IsTransformed ? (Vector2)position : (Vector2)(Point2)position;
                View.Resources.TextRenderer.Draw((SpriteBatch)dc, textLayoutCommands, positionRounded, containingControl.Foreground * dc.Opacity);
            }

            base.DrawOverride(time, dc);
        }
Esempio n. 60
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 /// <inheritdoc/>
 protected override void UpdateOverride(UltravioletTime time)
 {
     base.UpdateOverride(time);
     root.Update(time);
 }