GetColor() public method

public GetColor ( UIElementState state ) : Color
state UIElementState
return Color
Esempio n. 1
0
        /// <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. 2
0
        /// <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. 3
0
        /// <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);
        }