Esempio n. 1
0
 public void ResizeItemWidths()
 {
     for (int i = 0; i < scrollItems.Count; i++)
     {
         ScrollContainer sContainer = scrollItems[i];
         sContainer.Width = fixedSize.X - ScrollBoxSize.X;
         sContainer.ResetWidth();
     }
 }
Esempio n. 2
0
        public void RefreshRT()
        {
            RenderTarget2D rt = UI2D.Shared.RenderTarget1024_768;

            if (dirty || hackFrame == Time.FrameCounter || rt.IsContentLost)
            {
                // Force another refresh 4 frames after dirty is set.
                // Yes, this is an utterly absurd hack.  But for some reason at startup
                // the rt isn't fully rendered.  By waiting 4 or more frames and then
                // refreshing again, it works.  No clue why.
                if (dirty)
                {
                    hackFrame = Time.FrameCounter + 4;
                }

                GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice;

                device.SetRenderTarget(rt);

                SetViewPort(false, rt);

                device.Clear(Color.White);

                Vector2         pos    = new Vector2(0.0f, 0.0f);
                ScreenSpaceQuad quad   = ScreenSpaceQuad.GetInstance();
                ScreenSpaceQuad ssquad = ScreenSpaceQuad.GetInstance();

                SpriteBatch batch    = UI2D.Shared.SpriteBatch;
                Vector2     baseSize = FixedSize;



                Vector4   drawColor     = GetDrawColor();
                Texture2D buttonTexture = UI2D.Shared.BlackButtonTexture;

                // Render rectangular baseplate of scroller (maybe a transparent texture...).
                ssquad.Render(color_bgCurr, pos, baseSize - new Vector2(ScrollBoxSize.X, 0.0f));
                // Render scroll bar
                if (TotalContainerHeight > FixedSize.Y)
                {
                    Vector2 barpos = GetBoxPos();
                    barpos.Y += pos.Y;
                    ssquad.Render(color_BarBase,
                                  new Vector2(barpos.X + (ScrollBoxSize.X / 2.2f), 0.0f),
                                  new Vector2(ScrollBoxSize.X / 9.0f, baseSize.Y));
                    ssquad.Render(color_Bar, barpos, ScrollBoxSize);
                }

                Vector2 seperatorSize = fixedSize;
                seperatorSize.X -= ScrollBoxSize.X;
                seperatorSize.Y  = seperatorHeight;

                float pastScrollDist = 0.0f;
                indexFirstVisibleItem = -1;
                indexLastVisibleItem  = -1;
                float prevContainerHeight = 0.0f;
                for (int i = 0; i < scrollItems.Count; i++)
                {
                    ScrollContainer sContainer = scrollItems[i];
                    Vector2         itemPos    = pos;
                    itemPos.Y -= scrollOffset - pastScrollDist - seperatorHeight * i;

                    if (sContainer.Height >= ((scrollOffset - pastScrollDist) - sContainer.Height - prevContainerHeight))
                    {
                        if (indexFocusedItem == i)
                        {
                            ssquad.Render(color_FocusItemBase, itemPos, new Vector2(sContainer.Width, sContainer.Height));
                        }
                        sContainer.ResetWidth();

                        sContainer.Render(itemPos);
                        if (indexFirstVisibleItem < 0)
                        {
                            indexFirstVisibleItem = i;
                        }
                        if (itemPos.Y + 60 < (FixedSize.Y + relativePosition.Y))
                        {
                            indexLastVisibleItem = i;
                        }
                    }

                    scrollItems[i].UpdatePosition(itemPos);

                    prevContainerHeight = sContainer.Height;
                    pastScrollDist     += sContainer.Height;

                    Vector2 seperatorOffset = pos;
                    seperatorOffset.Y += pastScrollDist - scrollOffset;

                    ssquad.Render(color_seperator, seperatorOffset, seperatorSize);
                }

                RestoreViewport();

                device.SetRenderTarget(null);

                dirty = false;
            } // end if dirty
        }     // end of RefreshRT()