public RadioButton(WndWindowDefinition wndWindow, WndImageLoader imageLoader) { BackgroundImage = imageLoader.CreateStretchableImage(wndWindow.EnabledDrawData, 0, 1, 2); HoverBackgroundImage = imageLoader.CreateStretchableImage(wndWindow.HiliteDrawData, 0, 1, 2); DisabledBackgroundImage = imageLoader.CreateStretchableImage(wndWindow.DisabledDrawData, 0, 1, 2); HoverTextColor = wndWindow.TextColor.Hilite.ToColorRgbaF(); DisabledTextColor = wndWindow.TextColor.Disabled.ToColorRgbaF(); }
public Slider(WndWindowDefinition wndWindow, WndImageLoader imageLoader) { HighlightedBoxImage = imageLoader.CreateNormalImage(wndWindow.DisabledDrawData, 0); UnhighlightedBoxImage = imageLoader.CreateNormalImage(wndWindow.DisabledDrawData, 1); MinimumValue = wndWindow.SliderData.MinValue; MaximumValue = wndWindow.SliderData.MaxValue; Value = wndWindow.SliderData.MinValue + (wndWindow.SliderData.MaxValue - wndWindow.SliderData.MinValue) / 2; }
public CheckBox(WndWindowDefinition wndWindow, WndImageLoader imageLoader) { UncheckedImage = imageLoader.CreateNormalImage(wndWindow.EnabledDrawData, 1); CheckedImage = imageLoader.CreateNormalImage(wndWindow.EnabledDrawData, 2); HoverUncheckedImage = imageLoader.CreateNormalImage(wndWindow.HiliteDrawData, 1); HoverCheckedImage = imageLoader.CreateNormalImage(wndWindow.HiliteDrawData, 2); DisabledUncheckedImage = imageLoader.CreateNormalImage(wndWindow.DisabledDrawData, 1); DisabledCheckedImage = imageLoader.CreateNormalImage(wndWindow.DisabledDrawData, 2); }
private static Control CreateControl(WndWindowDefinition wndWindow, WndImageLoader imageLoader) { switch (wndWindow.WindowType) { case WndWindowType.CheckBox: return(new CheckBox(wndWindow, imageLoader)); case WndWindowType.ComboBox: return(new ComboBox(wndWindow, imageLoader)); case WndWindowType.HorizontalSlider: return(new Slider(wndWindow, imageLoader)); case WndWindowType.ListBox: return(new ListBox(wndWindow, imageLoader)); case WndWindowType.PushButton: return(new Button(wndWindow, imageLoader)); case WndWindowType.RadioButton: return(new RadioButton(wndWindow, imageLoader)); case WndWindowType.StaticText: return(new Label(wndWindow)); case WndWindowType.EntryField: return(new TextBox(wndWindow, imageLoader)); default: // TODO: Implement other window types. var control = new Control(); if (wndWindow.Status.HasFlag(WndWindowStatusFlags.Image)) { control.BackgroundImage = imageLoader.CreateNormalImage(wndWindow.EnabledDrawData, 0); } else { control.BackgroundColor = wndWindow.EnabledDrawData.Items[0].Color.ToColorRgbaF(); } if (control.BackgroundImage == null) { control.BorderColor = wndWindow.EnabledDrawData.Items[0].BorderColor.ToColorRgbaF(); control.BorderWidth = 1; } return(control); } }
public ContentManager( Game game, FileSystem fileSystem, GraphicsDevice graphicsDevice, SageGame sageGame, WndCallbackResolver wndCallbackResolver) { _game = game; _fileSystem = fileSystem; GraphicsDevice = graphicsDevice; SageGame = sageGame; IniDataContext = new IniDataContext(fileSystem); IniDataContext.LoadIniFiles(@"Data\INI\Default\Object.ini"); IniDataContext.LoadIniFiles(@"Data\INI\Object"); _contentLoaders = new Dictionary <Type, ContentLoader> { { typeof(Model), AddDisposable(new ModelLoader()) }, { typeof(Scene3D), AddDisposable(new MapLoader()) }, { typeof(Texture), AddDisposable(new TextureLoader(graphicsDevice)) }, { typeof(Window), AddDisposable(new WindowLoader(this, wndCallbackResolver)) }, { typeof(AptWindow), AddDisposable(new AptLoader()) }, { typeof(WavFile), AddDisposable(new WavLoader()) }, }; _cachedObjects = new Dictionary <string, object>(); EffectLibrary = AddDisposable(new EffectLibrary(graphicsDevice)); TranslationManager = new TranslationManager(fileSystem, sageGame); _cachedFonts = new Dictionary <FontKey, Font>(); var linearClampSamplerDescription = SamplerDescription.Linear; linearClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; LinearClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref linearClampSamplerDescription)); var pointClampSamplerDescription = SamplerDescription.Point; pointClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; PointClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref pointClampSamplerDescription)); NullTexture = AddDisposable(graphicsDevice.ResourceFactory.CreateTexture(TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Sampled))); _cachedNullStructuredBuffers = new Dictionary <uint, DeviceBuffer>(); SolidWhiteTexture = AddDisposable(graphicsDevice.CreateStaticTexture2D( 1, 1, new TextureMipMapData( new byte[] { 255, 255, 255, 255 }, 4, 4, 1, 1), PixelFormat.R8_G8_B8_A8_UNorm)); WndImageLoader = AddDisposable(new WndImageLoader(this, new MappedImageLoader(this))); }
public ContentManager( Game game, FileSystem fileSystem, GraphicsDevice graphicsDevice, SageGame sageGame, WndCallbackResolver wndCallbackResolver) { _game = game; _fileSystem = fileSystem; GraphicsDevice = graphicsDevice; SageGame = sageGame; string language = LanguageUtility.ReadCurrentLanguage(game.Definition, fileSystem.RootDirectory); IniDataContext = new IniDataContext(fileSystem); IniDataContext.LoadIniFiles(@"Data\INI\Default\Object.ini"); IniDataContext.LoadIniFiles(@"Data\INI\Object"); IniDataContext.LoadIniFiles(@"Data\INI\multiplayer.ini"); IniDataContext.LoadIniFile(@"Data\INI\PlayerTemplate.ini"); IniDataContext.LoadIniFile(@"maps\MapCache.ini"); _contentLoaders = new Dictionary <Type, ContentLoader> { { typeof(Model), AddDisposable(new ModelLoader()) }, { typeof(Scene3D), AddDisposable(new MapLoader()) }, { typeof(Texture), AddDisposable(new TextureLoader(graphicsDevice)) }, { typeof(Window), AddDisposable(new WindowLoader(this, wndCallbackResolver, language)) }, { typeof(AptWindow), AddDisposable(new AptLoader()) }, { typeof(WavFile), AddDisposable(new WavLoader()) }, }; _cachedObjects = new Dictionary <string, object>(); EffectLibrary = AddDisposable(new EffectLibrary(graphicsDevice)); TranslationManager = new TranslationManager(fileSystem, sageGame, language); _cachedFonts = new Dictionary <FontKey, Font>(); var linearClampSamplerDescription = SamplerDescription.Linear; linearClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; LinearClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref linearClampSamplerDescription)); var pointClampSamplerDescription = SamplerDescription.Point; pointClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; PointClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref pointClampSamplerDescription)); NullTexture = AddDisposable(graphicsDevice.ResourceFactory.CreateTexture(TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Sampled))); _cachedNullStructuredBuffers = new Dictionary <uint, DeviceBuffer>(); SolidWhiteTexture = AddDisposable(graphicsDevice.CreateStaticTexture2D( 1, 1, new TextureMipMapData( new byte[] { 255, 255, 255, 255 }, 4, 4, 1, 1), PixelFormat.R8_G8_B8_A8_UNorm)); WndImageLoader = AddDisposable(new WndImageLoader(this, new MappedImageLoader(this))); _fallbackFonts = new FontCollection(); var assembly = Assembly.GetExecutingAssembly(); var fontStream = assembly.GetManifestResourceStream($"OpenSage.Content.Fonts.{_fallbackEmbeddedFont}-Regular.ttf"); _fallbackFonts.Install(fontStream); fontStream = assembly.GetManifestResourceStream($"OpenSage.Content.Fonts.{_fallbackEmbeddedFont}-Bold.ttf"); _fallbackFonts.Install(fontStream); }
public ContentManager( Game game, FileSystem fileSystem, GraphicsDevice graphicsDevice, SageGame sageGame, WndCallbackResolver wndCallbackResolver) { _game = game; _fileSystem = fileSystem; GraphicsDevice = graphicsDevice; SageGame = sageGame; string language = LanguageUtility.ReadCurrentLanguage(game.Definition, fileSystem.RootDirectory); IniDataContext = new IniDataContext(fileSystem); SubsystemLoader = Content.SubsystemLoader.Create(game.Definition, _fileSystem, IniDataContext); SubsystemLoader.Load(Subsystem.Core); // TODO: Move this somewhere else. // Subsystem.Core should load mouse config, but that isn't the case with at least BFME2. IniDataContext.LoadIniFile(@"Data\INI\Mouse.ini"); // TODO: Defer subsystem loading until necessary switch (sageGame) { // Only load these INI files for Generals, because we can't parse them for others yet. case SageGame.CncGenerals: case SageGame.CncGeneralsZeroHour: SubsystemLoader.Load(Subsystem.Players); SubsystemLoader.Load(Subsystem.ParticleSystems); SubsystemLoader.Load(Subsystem.ObjectCreation); SubsystemLoader.Load(Subsystem.Multiplayer); break; } _contentLoaders = new Dictionary <Type, ContentLoader> { { typeof(Model), AddDisposable(new ModelLoader()) }, { typeof(Scene3D), AddDisposable(new MapLoader()) }, { typeof(Texture), AddDisposable(new TextureLoader(graphicsDevice)) }, { typeof(Window), AddDisposable(new WindowLoader(this, wndCallbackResolver, language)) }, { typeof(AptWindow), AddDisposable(new AptLoader()) }, { typeof(WavFile), AddDisposable(new WavLoader()) }, }; _cachedObjects = new Dictionary <string, object>(); EffectLibrary = AddDisposable(new EffectLibrary(graphicsDevice)); TranslationManager = new TranslationManager(fileSystem, sageGame, language); _cachedFonts = new Dictionary <FontKey, Font>(); var linearClampSamplerDescription = SamplerDescription.Linear; linearClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; linearClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; LinearClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref linearClampSamplerDescription)); var pointClampSamplerDescription = SamplerDescription.Point; pointClampSamplerDescription.AddressModeU = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeV = SamplerAddressMode.Clamp; pointClampSamplerDescription.AddressModeW = SamplerAddressMode.Clamp; PointClampSampler = AddDisposable( graphicsDevice.ResourceFactory.CreateSampler(ref pointClampSamplerDescription)); NullTexture = AddDisposable(graphicsDevice.ResourceFactory.CreateTexture(TextureDescription.Texture2D(1, 1, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Sampled))); _cachedNullStructuredBuffers = new Dictionary <uint, DeviceBuffer>(); SolidWhiteTexture = AddDisposable(graphicsDevice.CreateStaticTexture2D( 1, 1, new TextureMipMapData( new byte[] { 255, 255, 255, 255 }, 4, 4, 1, 1), PixelFormat.R8_G8_B8_A8_UNorm)); WndImageLoader = AddDisposable(new WndImageLoader(this, new MappedImageLoader(this))); _fallbackFonts = new FontCollection(); var assembly = Assembly.GetExecutingAssembly(); var fontStream = assembly.GetManifestResourceStream($"OpenSage.Content.Fonts.{_fallbackEmbeddedFont}-Regular.ttf"); _fallbackFonts.Install(fontStream); fontStream = assembly.GetManifestResourceStream($"OpenSage.Content.Fonts.{_fallbackEmbeddedFont}-Bold.ttf"); _fallbackFonts.Install(fontStream); }