Inheritance: UIAttributeParser
Esempio n. 1
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        public UIChatBalloon(UIChatPanel owner)
        {
            Owner = owner;
            var gfx = Content.Content.Get().UIGraphics;
            //TODO: switch entire ui onto real content system

            BPointerBottom = GetTexture(0x1AF0856DDBAC);
            BPointerSide = GetTexture(0x1B00856DDBAC);
            BTiles = GetTexture(0x1B10856DDBAC);

            if (!ProcessedBGFX)
            {
                ProcessedBGFX = true;
                AlphaCopy(BPointerBottom);
                AlphaCopy(BPointerSide);
                AlphaCopy(BTiles);
            }

            BodyTextStyle = TextStyle.DefaultLabel.Clone();
            BodyTextStyle.Size = 10;
            BodyTextStyle.Color = new Color(240, 240, 48);

            ShadowStyle = BodyTextStyle.Clone();
            ShadowStyle.Color = Color.Black;
        }
Esempio n. 2
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        public UIAlert(UIAlertOptions options)
            : base(UIDialogStyle.Standard, true)
        {
            this.m_Options = options;
            this.Caption = options.Title;
            this.Opacity = 0.9f;

            m_TextStyle = TextStyle.DefaultLabel.Clone();
            m_TextStyle.Size = options.TextSize;

            Icon = new UIImage();
            Icon.Position = new Vector2(32, 32);
            Icon.SetSize(0, 0);
            Add(Icon);

            /** Determine the size **/
            ComputeText();

            /** Add buttons **/
            Buttons = new List<UIButton>();

            foreach (var button in options.Buttons)
            {
                string buttonText = "";
                if (button.Text != null) buttonText = button.Text;
                else
                {
                    switch (button.Type)
                    {
                        case UIAlertButtonType.OK:
                            buttonText = GameFacade.Strings.GetString("142", "ok button");
                            break;
                        case UIAlertButtonType.Yes:
                            buttonText = GameFacade.Strings.GetString("142", "yes button");
                            break;
                        case UIAlertButtonType.No:
                            buttonText = GameFacade.Strings.GetString("142", "no button");
                            break;
                        case UIAlertButtonType.Cancel:
                            buttonText = GameFacade.Strings.GetString("142", "cancel button");
                            break;
                    }
                }
                var btnElem = AddButton(buttonText, button.Type, button.Handler == null);
                Buttons.Add(btnElem);
                if (button.Handler != null) btnElem.OnButtonClick += button.Handler;
            }

            if (options.TextEntry)
            {
                TextBox = new UITextBox();
                this.Add(TextBox);
            }

            /** Position buttons **/
            RefreshSize();
        }
Esempio n. 3
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        public UIChatPanel(VM vm, UILotControl owner)
        {
            this.vm = vm;
            this.Owner = owner;

            if (FSOEnvironment.SoftwareKeyboard)
            {
                //need a button to initiate chat history
                var btn = new UIButton();
                btn.Caption = "Chat";
                btn.Position = new Vector2(10, 10);
                btn.OnButtonClick += (state) =>
                {
                    HistoryDialog.Visible = !HistoryDialog.Visible;
                };
                Add(btn);
            }

            Style = TextStyle.DefaultTitle.Clone();
            Style.Size = 16;
            Style.Shadow = true;
            Labels = new List<UIChatBalloon>();

            TextBox = new UITextBox();
            TextBox.Visible = false;
            Add(TextBox);
            TextBox.Position = new Vector2(25, 25);
            TextBox.SetSize(GlobalSettings.Default.GraphicsWidth - 50, 25);

            TextBox.OnEnterPress += SendMessageElem;

            SelectionFillColor = new Color(0, 25, 70);

            //-- populate invalid areas --
            //chat bubbles will be pushed out of these areas
            //when this happens, they will also begin displaying the name of the speaking avatar.

            InvalidAreas = new List<Rectangle>();
            InvalidAreas.Add(new Rectangle(-100000, -100000, 100020, 200000 + GlobalSettings.Default.GraphicsHeight)); //left
            InvalidAreas.Add(new Rectangle(-100000, -100000, 200000 + GlobalSettings.Default.GraphicsWidth, 100020)); //top
            InvalidAreas.Add(new Rectangle(GlobalSettings.Default.GraphicsWidth-20, -100000, 100020, 200000 + GlobalSettings.Default.GraphicsHeight)); //right
            InvalidAreas.Add(new Rectangle(-100000, GlobalSettings.Default.GraphicsHeight - 20, 200000 +GlobalSettings.Default.GraphicsWidth, 100020)); //bottom
            InvalidAreas.Add(new Rectangle(-100000, GlobalSettings.Default.GraphicsHeight - 230, 100230, 100230)); //ucp

            HistoryDialog = new UIChatDialog();
            HistoryDialog.Position = new Vector2(20, 20);
            HistoryDialog.Visible = false;
            HistoryDialog.Opacity = 0.75f;
            HistoryDialog.OnSendMessage += SendMessage;
            this.Add(HistoryDialog);

            PropertyLog = new UIPropertyLog();
            PropertyLog.Position = new Vector2(400, 20);
            PropertyLog.Visible = false;
            PropertyLog.Opacity = 0.75f;
            this.Add(PropertyLog);
        }
Esempio n. 4
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        static UIProgressBar()
        {
            StandardBackground = new SlicedTextureRef(
                UIElement.GetTexture((ulong)FileIDs.UIFileIDs.dialog_progressbarback),
                new Microsoft.Xna.Framework.Rectangle(13, 13, 13, 13)
            );

            var barTexture = UIElement.GetTexture((ulong)FileIDs.UIFileIDs.dialog_progressbarfront);
            TextureUtils.ManualTextureMask(ref barTexture, new uint[1] { new Color(0x39, 0x51, 0x6B).PackedValue });

            StandardBar = new SlicedTextureRef(barTexture, new Rectangle(18, 7, 18, 7));

            StandardCaptionStyle = TextStyle.DefaultLabel.Clone();
            StandardCaptionStyle.Color = new Color(0, 0, 0);
        }
Esempio n. 5
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        public UIChatPanel(VM vm, UILotControl owner)
        {
            this.vm = vm;
            this.Owner = owner;

            Style = TextStyle.DefaultTitle.Clone();
            Style.Size = 16;
            Style.Shadow = true;
            Labels = new List<UILabel>();

            TextBox = new UITextBox();
            TextBox.Visible = false;
            Add(TextBox);
            TextBox.Position = new Vector2(25, 25);
            TextBox.SetSize(GlobalSettings.Default.GraphicsWidth - 50, 25);

            TextBox.OnEnterPress += SendMessage;

            SelectionFillColor = new Color(0, 25, 70);
        }
Esempio n. 6
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        public static UIWordWrapOutput WordWrap(string text, int width, TextStyle style, Vector2 scale)
        {
            var result = new UIWordWrapOutput();
            result.Lines = new List<string>();
            var textLines = new string[] {text}; //only support single line for now, since we're only using this utility function for captions
            int maxWidth = 0;
            int curpos = 0;
            var positions = new List<int>();
            for (var l=0; l<textLines.Length; l++) {
                List<string> words = textLines[l].Split(' ').ToList();

                while (words.Count > 0) {
                    var lineBuffer = new List<string>();
                    int i = 0;
                    for (i=0; i<words.Count; i++) {
                        lineBuffer.Add(words[i]);
                        var str = JoinWordList(lineBuffer);      //(lineBuffer.concat([words[i]])).join(" ");
                        int w = (int)(style.SpriteFont.MeasureString(str).X * scale.X);
                        if (w > width) {
                            lineBuffer.RemoveAt(lineBuffer.Count-1);
                            if (lineBuffer.Count == 0) {
                                for (var j=words[i].Length-1; j>0; j--) {
                                    var str2 = words[i].Substring(0, j);
                                    var w2 = (int)(style.SpriteFont.MeasureString(str2).X * scale.X);
                                    if (w2 <= width) {
                                        curpos += j;
                                        lineBuffer.Add(words[i].Substring(0, j));
                                        words[i] = words[i].Substring(j);
                                        if (w > maxWidth) maxWidth = w;
                                        break;
                                    }
                                }
                            }
                            break;
                        } else {
                            if (w > maxWidth) maxWidth = w;
                            curpos += words[i].Length + 1;
                        }
                    }
                    result.Lines.Add(JoinWordList(lineBuffer));
                    positions.Add(curpos);
                    words.RemoveRange(0, i);

                }
                //curpos++;
            }
            result.Positions = positions;
            result.MaxWidth = maxWidth;
            return result;
        }
Esempio n. 7
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        public PrimitiveBox(BHAVInstruction inst, byte ptr, BHAVContainer master)
        {
            Type = PrimBoxType.Primitive;
            Instruction = inst;
            Descriptor = PrimitiveRegistry.GetDescriptor(inst.Opcode);
            Operand = (VMPrimitiveOperand)Activator.CreateInstance(Descriptor.OperandType);
            Operand.Read(inst.Operand);
            InstPtr = ptr;

            Nodes = new PrimitiveNode[2];
            Nodes[0] = new PrimitiveNode();
            Nodes[0].Type = NodeType.False;
            Nodes[1] = new PrimitiveNode();
            Nodes[1].Type = NodeType.True;

            Title = new UILabel();
            Title.Alignment = TextAlignment.Middle | TextAlignment.Center;
            Title.Y = 0;
            Title.X = 0;
            this.Add(Title);
            Title.CaptionStyle = TextStyle.DefaultLabel.Clone();
            Title.CaptionStyle.Font = FSO.Client.GameFacade.EdithFont;
            Title.CaptionStyle.Size = 14;

            BodyTextStyle = TextStyle.DefaultLabel.Clone();
            BodyTextStyle.Font = FSO.Client.GameFacade.EdithFont;
            BodyTextStyle.Size = 12;

            this.Add(Nodes[0]);
            this.Add(Nodes[1]);

            HitTest = ListenForMouse(new Rectangle(0, 0, Width, Height), new UIMouseEvent(MouseEvents));

            Master = master;
            UpdateDisplay();
        }
Esempio n. 8
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        /// <summary>
        /// This utility will draw a line of text onto the UIElement.
        /// </summary>
        /// <param name="batch">The SpriteBatch to draw the text onto</param>
        /// <param name="text">The content of the text</param>
        /// <param name="to">The position of the text. Relative to this UIElement.</param>
        /// <param name="style">The text style</param>
        /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
        /// <param name="align">Alignment of the text within the bounds box.</param>
        /// <param name="margin">Margin offset from the bounding box.</param>
        /// <param name="state">State of the text, e.g. hover, down, normal</param>
        public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align, Rectangle margin, UIElementState state)
        {
            //TODO: We should find some way to cache this data

            /**
             * Work out the scale of the vector font.
             *
             * We need to scale it based on the UIElement's scale factory,
             * but we also need to scale it based on the text styles scale factor.
             *
             * Aka if the vector font is 12px and we asked for 24px it would be scale of 2.0
             */
            var scale = _Scale;
            if (style.Scale != 1.0f)
            {
                scale = new Vector2(scale.X * style.Scale, scale.Y * style.Scale);
            }

            /** Work out how big the text will be so we can align it **/
            var textSize = style.SpriteFont.MeasureString(text);
            Vector2 size = textSize * style.Scale;

            /** Apply margins **/
            if (margin != Rectangle.Empty)
            {
                bounds.X += margin.X;
                bounds.Y += margin.Y;
                bounds.Width -= margin.Right;
                bounds.Height -= margin.Bottom;
            }

            /** Work out X and Y based on alignment & bounding box **/
            var pos = to;
            pos.X += bounds.X;
            pos.Y += bounds.Y;

            if ((align & TextAlignment.Right) == TextAlignment.Right)
            {
                pos.X += (bounds.Width - size.X);
            }
            else if ((align & TextAlignment.Center) == TextAlignment.Center)
            {
                pos.X += (bounds.Width - size.X) / 2;
            }

            if ((align & TextAlignment.Middle) == TextAlignment.Middle)
            {
                pos.Y += (bounds.Height - size.Y) / 2;
            }
            else if ((align & TextAlignment.Bottom) == TextAlignment.Bottom)
            {
                pos.Y += (bounds.Height - size.Y);
            }

            //pos.Y += style.BaselineOffset;

            /** Draw the string **/
            pos = FlooredLocalPoint(pos);

            if (style.Shadow) batch.DrawString(style.SpriteFont, text, pos + new Vector2(1, 1), Color.Black, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
            batch.DrawString(style.SpriteFont, text, pos, style.GetColor(state), 0, Vector2.Zero, scale, SpriteEffects.None, 0);
        }
Esempio n. 9
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        /// <summary>
        /// This utility will draw a line of text onto the UIElement.
        /// </summary>
        /// <param name="batch">The SpriteBatch to draw the text onto</param>
        /// <param name="text">The content of the text</param>
        /// <param name="to">The position of the text. Relative to this UIElement.</param>
        /// <param name="style">The text style</param>
        /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
        /// <param name="align">Alignment of the text within the bounds box.</param>
        /// <param name="margin">Margin offset from the bounding box.</param>
        /// <param name="state">State of the text, e.g. hover, down, normal</param>
        public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align, Rectangle margin, UIElementState state)
        {
            //TODO: We should find some way to cache this data

            /**
             * Work out the scale of the vector font.
             *
             * We need to scale it based on the UIElement's scale factory,
             * but we also need to scale it based on the text styles scale factor.
             *
             * Aka if the vector font is 12px and we asked for 24px it would be scale of 2.0
             */
            var scale = _Scale;

            if (style.Scale != 1.0f)
            {
                scale = new Vector2(scale.X * style.Scale, scale.Y * style.Scale);
            }

            /** Work out how big the text will be so we can align it **/
            var size = (align == 0) ? Vector2.Zero : style.MeasureString(text);

            /** Apply margins **/
            if (margin != Rectangle.Empty)
            {
                bounds.X      += margin.X;
                bounds.Y      += margin.Y;
                bounds.Width  -= margin.Right;
                bounds.Height -= margin.Bottom;
            }

            /** Work out X and Y based on alignment & bounding box **/
            var pos = to;

            pos.X += bounds.X;
            pos.Y += bounds.Y;

            if ((align & TextAlignment.Right) == TextAlignment.Right)
            {
                pos.X += (bounds.Width - size.X);
            }
            else if ((align & TextAlignment.Center) == TextAlignment.Center)
            {
                pos.X += (bounds.Width - size.X) / 2;
            }

            if ((align & TextAlignment.Middle) == TextAlignment.Middle)
            {
                pos.Y += (bounds.Height - size.Y) / 2;
            }
            else if ((align & TextAlignment.Bottom) == TextAlignment.Bottom)
            {
                pos.Y += (bounds.Height - size.Y);
            }

            //pos.Y += style.BaselineOffset;

            /** Draw the string **/
            pos = FlooredLocalPoint(pos);

            if (style.VFont != null)
            {
                batch.End();
                Matrix?mat = null;
                var    ui  = (batch as UISpriteBatch);
                if (ui != null && ui.BatchMatrixStack.Count > 0)
                {
                    mat = ui.BatchMatrixStack.Peek();
                }

                if (style.Shadow)
                {
                    style.VFont.Draw(batch.GraphicsDevice, text, pos + new Vector2(FSOEnvironment.DPIScaleFactor), Color.Black, scale, mat);
                }
                style.VFont.Draw(batch.GraphicsDevice, text, pos, style.GetColor(state) * Opacity, scale, mat);

                if (mat != null)
                {
                    batch.Begin(transformMatrix: mat, rasterizerState: RasterizerState.CullNone);
                }
                else
                {
                    batch.Begin(rasterizerState: RasterizerState.CullNone);
                }
            }
            else
            {
                if (style.Shadow)
                {
                    batch.DrawString(style.SpriteFont, text, pos + new Vector2(FSOEnvironment.DPIScaleFactor), Color.Black, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
                }
                batch.DrawString(style.SpriteFont, text, pos, style.GetColor(state) * Opacity, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
            }
        }
Esempio n. 10
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 /// <summary>
 /// This utility will draw a line of text onto the UIElement.
 /// </summary>
 /// <param name="batch">The SpriteBatch to draw the text onto</param>
 /// <param name="text">The content of the text</param>
 /// <param name="to">The position of the text. Relative to this UIElement.</param>
 /// <param name="style">The text style</param>
 public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style)
 {
     var scale = _Scale;
     if (style.Scale != 1.0f)
     {
         scale = new Vector2(scale.X * style.Scale, scale.Y * style.Scale);
     }
     //to.Y += style.BaselineOffset;
     to.X = (float)Math.Floor(to.X);
     to.Y = (float)Math.Floor(to.Y);
     batch.DrawString(style.SpriteFont, text, LocalPoint(to), style.Color, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
 }
Esempio n. 11
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        public static void CalculateLines(List <UITextEditLine> m_Lines, List <string> newWordsArray, TextStyle TextStyle, float lineWidth, float spaceWidth, Vector2 topLeftIconSpace, float lineHeight)
        {
            var currentLine      = new StringBuilder();
            var currentLineWidth = 0.0f;
            var currentLineNum   = 0;

            for (var i = 0; i < newWordsArray.Count; i++)
            {
                var allowedWidth = (currentLineNum * lineHeight < topLeftIconSpace.Y)?lineWidth - topLeftIconSpace.X:lineWidth;
                var word         = newWordsArray[i];

                if (word == "\n")
                {
                    /** Line break **/
                    m_Lines.Add(new UITextEditLine
                    {
                        Text             = currentLine.ToString(),
                        LineWidth        = currentLineWidth,
                        LineNumber       = currentLineNum,
                        WhitespaceSuffix = 0
                    });
                    currentLineNum++;
                    currentLine = new StringBuilder();

                    currentLineWidth = 0;
                }
                else
                {
                    bool wordWritten = false;
                    while (!wordWritten) //repeat until the full word is written (as part of it can be written each pass if it is too long)
                    {
                        var wordSize = TextStyle.MeasureString(word);

                        if (wordSize.X > allowedWidth)
                        {
                            //SPECIAL CASE, word is bigger than line width and cannot fit on its own line
                            if (currentLineWidth > 0)
                            {
                                //if there are words on this line, we'll start this one on the next to get the most space for it
                                m_Lines.Add(new UITextEditLine
                                {
                                    Text       = currentLine.ToString(),
                                    LineWidth  = currentLineWidth,
                                    LineNumber = currentLineNum
                                });
                                currentLineNum++;
                                currentLine      = new StringBuilder();
                                currentLineWidth = 0;
                            }

                            // binary search, makes this a bit faster?
                            // we can safely say that no character is thinner than 4px, so set max substring to maxwidth/4
                            float width = allowedWidth + 1;
                            int   min   = 1;
                            int   max   = Math.Min(word.Length, (int)allowedWidth / 4);
                            int   mid   = (min + max) / 2;
                            while (max - min > 1)
                            {
                                width = TextStyle.MeasureString(word.Substring(0, mid)).X;
                                if (width > allowedWidth)
                                {
                                    max = mid;
                                }
                                else
                                {
                                    min = mid;
                                }
                                mid = (max + min) / 2;
                            }
                            currentLine.Append(word.Substring(0, min));
                            currentLineWidth += width;
                            word              = word.Substring(min);

                            m_Lines.Add(new UITextEditLine
                            {
                                Text             = currentLine.ToString(),
                                LineWidth        = currentLineWidth,
                                LineNumber       = currentLineNum,
                                WhitespaceSuffix = 0
                            });

                            currentLineNum++;
                            currentLine      = new StringBuilder();
                            currentLineWidth = 0;
                        }
                        else if (currentLineWidth + wordSize.X < allowedWidth)
                        {
                            currentLine.Append(word);
                            if (i != newWordsArray.Count - 1)
                            {
                                currentLine.Append(' '); currentLineWidth += spaceWidth;
                            }
                            currentLineWidth += wordSize.X;
                            wordWritten       = true;
                        }
                        else
                        {
                            /** New line **/
                            m_Lines.Add(new UITextEditLine
                            {
                                Text             = currentLine.ToString(),
                                LineWidth        = currentLineWidth,
                                LineNumber       = currentLineNum,
                                WhitespaceSuffix = 0
                            });
                            currentLineNum++;
                            currentLine = new StringBuilder();
                            currentLine.Append(word);
                            currentLineWidth = wordSize.X;
                            if (i != newWordsArray.Count - 1)
                            {
                                currentLine.Append(' '); currentLineWidth += spaceWidth;
                            }
                            wordWritten = true;
                        }
                    }
                }
            }

            m_Lines.Add(new UITextEditLine //add even if length is 0, so we can move the cursor down!
            {
                Text       = currentLine.ToString(),
                LineWidth  = currentLineWidth,
                LineNumber = currentLineNum
            });

            var currentIndex = 0;

            foreach (var line in m_Lines)
            {
                line.StartIndex = currentIndex;
                currentIndex   += line.Text.Length + line.WhitespaceSuffix;
            }
        }
Esempio n. 12
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        /// <summary>
        /// This utility will draw a line of text onto the UIElement.
        /// </summary>
        /// <param name="batch">The SpriteBatch to draw the text onto</param>
        /// <param name="text">The content of the text</param>
        /// <param name="to">The position of the text. Relative to this UIElement.</param>
        /// <param name="style">The text style</param>
        /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
        /// <param name="align">Alignment of the text within the bounds box.</param>
        /// <param name="margin">Margin offset from the bounding box.</param>
        /// <param name="state">State of the text, e.g. hover, down, normal</param>
        public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align, Rectangle margin, UIElementState state)
        {
            //TODO: We should find some way to cache this data

            /**
             * Work out the scale of the vector font.
             *
             * We need to scale it based on the UIElement's scale factory,
             * but we also need to scale it based on the text styles scale factor.
             *
             * Aka if the vector font is 12px and we asked for 24px it would be scale of 2.0
             */
            var scale = _Scale;

            if (style.Scale != 1.0f)
            {
                scale = new Vector2(scale.X * style.Scale, scale.Y * style.Scale);
            }

            /** Work out how big the text will be so we can align it **/
            var     textSize = style.SpriteFont.MeasureString(text);
            Vector2 size     = textSize * style.Scale;

            /** Apply margins **/
            if (margin != Rectangle.Empty)
            {
                bounds.X      += margin.X;
                bounds.Y      += margin.Y;
                bounds.Width  -= margin.Right;
                bounds.Height -= margin.Bottom;
            }

            /** Work out X and Y based on alignment & bounding box **/
            var pos = to;

            pos.X += bounds.X;
            pos.Y += bounds.Y;

            if ((align & TextAlignment.Right) == TextAlignment.Right)
            {
                pos.X += (bounds.Width - size.X);
            }
            else if ((align & TextAlignment.Center) == TextAlignment.Center)
            {
                pos.X += (bounds.Width - size.X) / 2;
            }

            if ((align & TextAlignment.Middle) == TextAlignment.Middle)
            {
                pos.Y += (bounds.Height - size.Y) / 2;
            }
            else if ((align & TextAlignment.Bottom) == TextAlignment.Bottom)
            {
                pos.Y += (bounds.Height - size.Y);
            }

            //pos.Y += style.BaselineOffset;

            /** Draw the string **/
            pos = FlooredLocalPoint(pos);

            if (style.Shadow)
            {
                batch.DrawString(style.SpriteFont, text, pos + new Vector2(1, 1), Color.Black, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
            }
            batch.DrawString(style.SpriteFont, text, pos, style.GetColor(state) * Opacity, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
        }
Esempio n. 13
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 /// <summary>
 /// This utility will draw a line of text onto the UIElement.
 /// </summary>
 /// <param name="batch">The SpriteBatch to draw the text onto</param>
 /// <param name="text">The content of the text</param>
 /// <param name="to">The position of the text. Relative to this UIElement.</param>
 /// <param name="style">The text style</param>
 /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
 /// <param name="align">Alignment of the text within the bounds box.</param>
 /// <param name="margin">Margin offset from the bounding box.</param>
 public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align, Rectangle margin)
 {
     DrawLocalString(batch, text, to, style, bounds, align, margin, UIElementState.Normal);
 }
Esempio n. 14
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 /// <summary>
 /// This utility will draw a line of text onto the UIElement.
 /// </summary>
 /// <param name="batch">The SpriteBatch to draw the text onto</param>
 /// <param name="text">The content of the text</param>
 /// <param name="to">The position of the text. Relative to this UIElement.</param>
 /// <param name="style">The text style</param>
 /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
 /// <param name="align">Alignment of the text within the bounds box.</param>
 public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align)
 {
     DrawLocalString(batch, text, to, style, bounds, align, Rectangle.Empty);
 }
Esempio n. 15
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        public static void CalculateLines(List<UITextEditLine> m_Lines, List<string> newWordsArray, TextStyle TextStyle, float lineWidth, float spaceWidth, Vector2 topLeftIconSpace, float lineHeight)
        {
            var currentLine = new StringBuilder();
            var currentLineWidth = 0.0f;
            var currentLineNum = 0;

            for (var i = 0; i < newWordsArray.Count; i++)
            {
                var allowedWidth = (currentLineNum*lineHeight<topLeftIconSpace.Y)?lineWidth-topLeftIconSpace.X:lineWidth;
                var word = newWordsArray[i];

                if (word == "\r\n")
                {
                    /** Line break **/
                    m_Lines.Add(new UITextEditLine
                    {
                        Text = currentLine.ToString(),
                        LineWidth = currentLineWidth,
                        LineNumber = currentLineNum,
                        WhitespaceSuffix = 2
                    });
                    currentLineNum++;
                    currentLine = new StringBuilder();

                    currentLineWidth = 0;
                }
                else
                {
                    bool wordWritten = false;
                    while (!wordWritten) //repeat until the full word is written (as part of it can be written each pass if it is too long)
                    {
                        var wordSize = TextStyle.MeasureString(word);

                        if (wordSize.X > allowedWidth)
                        {
                            //SPECIAL CASE, word is bigger than line width and cannot fit on its own line
                            if (currentLineWidth > 0)
                            {
                                //if there are words on this line, we'll start this one on the next to get the most space for it
                                m_Lines.Add(new UITextEditLine
                                {
                                    Text = currentLine.ToString(),
                                    LineWidth = currentLineWidth,
                                    LineNumber = currentLineNum
                                });
                                currentLineNum++;
                                currentLine = new StringBuilder();
                                currentLineWidth = 0;
                            }

                            float width = allowedWidth + 1;
                            int j = word.Length;
                            while (width > allowedWidth)
                            {
                                width = TextStyle.MeasureString(word.Substring(0, --j)).X;
                            }
                            currentLine.Append(word.Substring(0, j));
                            currentLineWidth += width;
                            word = word.Substring(j);

                            m_Lines.Add(new UITextEditLine
                            {
                                Text = currentLine.ToString(),
                                LineWidth = currentLineWidth,
                                LineNumber = currentLineNum,
                                WhitespaceSuffix = 1
                            });

                            currentLineNum++;
                            currentLine = new StringBuilder();
                            currentLineWidth = 0;
                        }
                        else if (currentLineWidth + wordSize.X < allowedWidth)
                        {
                            currentLine.Append(word);
                            if (i != newWordsArray.Count - 1) { currentLine.Append(' '); currentLineWidth += spaceWidth; }
                            currentLineWidth += wordSize.X;
                            wordWritten = true;
                        }
                        else
                        {
                            /** New line **/
                            m_Lines.Add(new UITextEditLine
                            {
                                Text = currentLine.ToString(),
                                LineWidth = currentLineWidth,
                                LineNumber = currentLineNum,
                                WhitespaceSuffix = 1
                            });
                            currentLineNum++;
                            currentLine = new StringBuilder();
                            currentLine.Append(word);
                            currentLineWidth = wordSize.X;
                            if (i != newWordsArray.Count - 1) { currentLine.Append(' '); currentLineWidth += spaceWidth; }
                            wordWritten = true;
                        }
                    }
                }
            }

            m_Lines.Add(new UITextEditLine //add even if length is 0, so we can move the cursor down!
            {
                Text = currentLine.ToString(),
                LineWidth = currentLineWidth,
                LineNumber = currentLineNum
            });

            var currentIndex = 0;
            foreach (var line in m_Lines)
            {
                line.StartIndex = currentIndex;
                currentIndex += (line.Text.Length - 1) + line.WhitespaceSuffix;
            }
        }
Esempio n. 16
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 /// <summary>
 /// This utility will draw a line of text onto the UIElement.
 /// </summary>
 /// <param name="batch">The SpriteBatch to draw the text onto</param>
 /// <param name="text">The content of the text</param>
 /// <param name="to">The position of the text. Relative to this UIElement.</param>
 /// <param name="style">The text style</param>
 /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
 /// <param name="align">Alignment of the text within the bounds box.</param>
 public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align)
 {
     DrawLocalString(batch, text, to, style, bounds, align, Rectangle.Empty);
 }
Esempio n. 17
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 /// <summary>
 /// This utility will draw a line of text onto the UIElement.
 /// </summary>
 /// <param name="batch">The SpriteBatch to draw the text onto</param>
 /// <param name="text">The content of the text</param>
 /// <param name="to">The position of the text. Relative to this UIElement.</param>
 /// <param name="style">The text style</param>
 /// <param name="bounds">Rectangle relative to this UIElement which the text should be positioned within</param>
 /// <param name="align">Alignment of the text within the bounds box.</param>
 /// <param name="margin">Margin offset from the bounding box.</param>
 public void DrawLocalString(SpriteBatch batch, string text, Vector2 to, TextStyle style, Rectangle bounds, TextAlignment align, Rectangle margin)
 {
     DrawLocalString(batch, text, to, style, bounds, align, margin, UIElementState.Normal);
 }
Esempio n. 18
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        public UIPieMenu(List<VMPieMenuInteraction> pie, VMEntity obj, VMEntity caller, UILotControl parent)
        {
            if (FSOEnvironment.UIZoomFactor>1.33f) ScaleX = ScaleY = FSOEnvironment.UIZoomFactor*0.75f;
            TrueScale = ScaleX *FSOEnvironment.DPIScaleFactor;
            m_PieButtons = new List<UIButton>();
            this.m_Obj = obj;
            this.m_Caller = caller;
            this.m_Parent = parent;
            this.ButtonStyle = new TextStyle
            {
                Font = GameFacade.MainFont,
                Size = 12,
                Color = new Color(0xA5, 0xC3, 0xD6),
                SelectedColor = new Color(0x00, 0xFF, 0xFF),
                CursorColor = new Color(255, 255, 255)
            };

            m_Bg = new UIImage(TextureGenerator.GetPieBG(GameFacade.GraphicsDevice));
            m_Bg.SetSize(0, 0); //is scaled up later
            this.AddAt(0, m_Bg);

            m_PieTree = new UIPieMenuItem()
            {
                Category = true
            };

            for (int i = 0; i < pie.Count; i++)
            {
                string[] depth = (pie[i].Name == null)?new string[] { "???" } :pie[i].Name.Split('/');

                var category = m_PieTree; //set category to root
                for (int j = 0; j < depth.Length-1; j++) //iterate through categories
                {
                    if (category.Children.ContainsKey(depth[j]))
                    {
                        category = category.Children[depth[j]];
                    }
                    else
                    {
                        var newCat = new UIPieMenuItem()
                        {
                            Category = true,
                            Name = depth[j],
                            Parent = category
                        };
                        category.Children.Add(depth[j], newCat);
                        category = newCat;
                    }
                }
                //we are in the category, put the interaction in here;

                var item = new UIPieMenuItem()
                {
                    Category = false,
                    Name = depth[depth.Length - 1],
                    ID = pie[i].ID,
                    Param0 = pie[i].Param0
                };
                if (!category.Children.ContainsKey(item.Name)) category.Children.Add(item.Name, item);
            }

            m_CurrentItem = m_PieTree;
            m_PieButtons = new List<UIButton>();
            RenderMenu();

            VMAvatar Avatar = (VMAvatar)caller;
            m_Head = new SimAvatar(Avatar.Avatar); //talk about confusing...
            m_Head.StripAllButHead();

            initSimHead();
        }
Esempio n. 19
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        public static void CalculateLines(List <UITextEditLine> m_Lines, List <string> newWordsArray, TextStyle TextStyle, float lineWidth, float spaceWidth, Vector2 topLeftIconSpace, float lineHeight)
        {
            var currentLine      = new StringBuilder();
            var currentLineWidth = 0.0f;
            var currentLineNum   = 0;

            for (var i = 0; i < newWordsArray.Count; i++)
            {
                var allowedWidth = (currentLineNum * lineHeight < topLeftIconSpace.Y)?lineWidth - topLeftIconSpace.X:lineWidth;
                var word         = newWordsArray[i];

                if (word == "\r\n")
                {
                    /** Line break **/
                    m_Lines.Add(new UITextEditLine
                    {
                        Text             = currentLine.ToString(),
                        LineWidth        = currentLineWidth,
                        LineNumber       = currentLineNum,
                        WhitespaceSuffix = 2
                    });
                    currentLineNum++;
                    currentLine = new StringBuilder();

                    currentLineWidth = 0;
                }
                else
                {
                    bool wordWritten = false;
                    while (!wordWritten) //repeat until the full word is written (as part of it can be written each pass if it is too long)
                    {
                        var wordSize = TextStyle.MeasureString(word);

                        if (wordSize.X > allowedWidth)
                        {
                            //SPECIAL CASE, word is bigger than line width and cannot fit on its own line
                            if (currentLineWidth > 0)
                            {
                                //if there are words on this line, we'll start this one on the next to get the most space for it
                                m_Lines.Add(new UITextEditLine
                                {
                                    Text       = currentLine.ToString(),
                                    LineWidth  = currentLineWidth,
                                    LineNumber = currentLineNum
                                });
                                currentLineNum++;
                                currentLine      = new StringBuilder();
                                currentLineWidth = 0;
                            }

                            float width = allowedWidth + 1;
                            int   j     = word.Length;
                            while (width > allowedWidth)
                            {
                                width = TextStyle.MeasureString(word.Substring(0, --j)).X;
                            }
                            currentLine.Append(word.Substring(0, j));
                            currentLineWidth += width;
                            word              = word.Substring(j);

                            m_Lines.Add(new UITextEditLine
                            {
                                Text             = currentLine.ToString(),
                                LineWidth        = currentLineWidth,
                                LineNumber       = currentLineNum,
                                WhitespaceSuffix = 1
                            });

                            currentLineNum++;
                            currentLine      = new StringBuilder();
                            currentLineWidth = 0;
                        }
                        else if (currentLineWidth + wordSize.X < allowedWidth)
                        {
                            currentLine.Append(word);
                            if (i != newWordsArray.Count - 1)
                            {
                                currentLine.Append(' '); currentLineWidth += spaceWidth;
                            }
                            currentLineWidth += wordSize.X;
                            wordWritten       = true;
                        }
                        else
                        {
                            /** New line **/
                            m_Lines.Add(new UITextEditLine
                            {
                                Text             = currentLine.ToString(),
                                LineWidth        = currentLineWidth,
                                LineNumber       = currentLineNum,
                                WhitespaceSuffix = 1
                            });
                            currentLineNum++;
                            currentLine = new StringBuilder();
                            currentLine.Append(word);
                            currentLineWidth = wordSize.X;
                            if (i != newWordsArray.Count - 1)
                            {
                                currentLine.Append(' '); currentLineWidth += spaceWidth;
                            }
                            wordWritten = true;
                        }
                    }
                }
            }

            m_Lines.Add(new UITextEditLine //add even if length is 0, so we can move the cursor down!
            {
                Text       = currentLine.ToString(),
                LineWidth  = currentLineWidth,
                LineNumber = currentLineNum
            });

            var currentIndex = 0;

            foreach (var line in m_Lines)
            {
                line.StartIndex = currentIndex;
                currentIndex   += (line.Text.Length - 1) + line.WhitespaceSuffix;
            }
        }