Esempio n. 1
0
        public void UpdateRenderTarget()
        {
            bool flag = false;

            foreach (GameWidget gameWidget in m_subsystemViews.GameWidgets)
            {
                bool flag2 = false;
                foreach (Vector3 lastUpdatePosition in m_lastUpdatePositions)
                {
                    if (Vector3.DistanceSquared(gameWidget.ActiveCamera.ViewPosition, lastUpdatePosition) < 4f)
                    {
                        flag2 = true;
                        break;
                    }
                }
                if (!flag2)
                {
                    flag = true;
                    break;
                }
            }
            if (!flag)
            {
                return;
            }
            m_lastUpdatePositions.Clear();
            m_lastUpdatePositions.AddRange(m_subsystemViews.GameWidgets.Select((GameWidget v) => v.ActiveCamera.ViewPosition));
            m_nearTexts.Clear();
            foreach (TextData value in m_textsByPoint.Values)
            {
                Point3 point = value.Point;
                float  num   = m_subsystemViews.CalculateSquaredDistanceFromNearestView(new Vector3(point));
                if (num <= 400f)
                {
                    value.Distance = num;
                    m_nearTexts.Add(value);
                }
            }
            m_nearTexts.Sort((TextData d1, TextData d2) => Comparer <float> .Default.Compare(d1.Distance, d2.Distance));
            if (m_nearTexts.Count > 32)
            {
                m_nearTexts.RemoveRange(32, m_nearTexts.Count - 32);
            }
            foreach (TextData nearText in m_nearTexts)
            {
                nearText.ToBeRenderedFrame = Time.FrameIndex;
            }
            bool flag3 = false;

            for (int i = 0; i < MathUtils.Min(m_nearTexts.Count, 32); i++)
            {
                TextData textData = m_nearTexts[i];
                if (textData.TextureLocation.HasValue)
                {
                    continue;
                }
                int num2 = m_textureLocations.FirstIndex((TextData d) => d == null);
                if (num2 < 0)
                {
                    num2 = m_textureLocations.FirstIndex((TextData d) => d.ToBeRenderedFrame != Time.FrameIndex);
                }
                if (num2 >= 0)
                {
                    TextData textData2 = m_textureLocations[num2];
                    if (textData2 != null)
                    {
                        textData2.TextureLocation = null;
                        m_textureLocations[num2]  = null;
                    }
                    m_textureLocations[num2] = textData;
                    textData.TextureLocation = num2;
                    flag3 = true;
                }
            }
            if (flag3)
            {
                RenderTarget2D renderTarget = Display.RenderTarget;
                Display.RenderTarget = m_renderTarget;
                try
                {
                    Display.Clear(new Vector4(Color.Transparent));
                    FlatBatch2D flatBatch = m_primitivesRenderer2D.FlatBatch(0, DepthStencilState.None, null, BlendState.Opaque);

                    FontBatch2D fontBatch = m_primitivesRenderer2D.FontBatch(m_font, 1, DepthStencilState.None, null, BlendState.Opaque, SamplerState.PointClamp);
                    for (int j = 0; j < m_textureLocations.Length; j++)
                    {
                        TextData textData3 = m_textureLocations[j];
                        if (textData3 != null)
                        {
                            RenderText(fontBatch, flatBatch, textData3);
                        }
                    }
                    m_primitivesRenderer2D.Flush();
                }
                finally
                {
                    Display.RenderTarget = renderTarget;
                }
            }
        }
Esempio n. 2
0
        public void RenderText(FontBatch2D fontBatch, FlatBatch2D flatBatch, TextData textData)
        {
            if (!textData.TextureLocation.HasValue)
            {
                return;
            }
            List <string> list  = new List <string>();
            List <Color>  list2 = new List <Color>();

            for (int i = 0; i < textData.Lines.Length; i++)
            {
                if (!string.IsNullOrEmpty(textData.Lines[i]))
                {
                    list.Add(textData.Lines[i].Replace("\\", "").ToUpper());
                    list2.Add(textData.Colors[i]);
                }
            }
            if (list.Count <= 0)
            {
                return;
            }

            float num  = list.Max((string l) => l.Length) * 32; //宽
            float num2 = list.Count * 32;                       //高
            int   num3 = 0;

            foreach (string txt in list)
            {
                fontBatch.QueueText(list[num3], new Vector2(0, num3 * 32 + textData.TextureLocation.Value * 32), 0f, list2[num3], TextAnchor.Default);
                ++num3;
            }
            textData.UsedTextureHeight = num2;
            textData.UsedTextureWidth  = num;



            /*
             * float num3 = 4f;
             * float num4;
             * float num5;
             * if (num / num2 < num3)//宽不是高的4倍
             * {
             *      num4 = num2 * num3;//让宽变为高的4倍
             *      num5 = num2;//高度
             * }
             * else
             * {
             *      num4 = num;//绘制的宽度
             *      num5 = num / num3;//行高
             * }
             * bool flag = !string.IsNullOrEmpty(textData.Url);
             * for (int j = 0; j < list.Count; j++)
             * {
             *      Vector2 position = new Vector2(num4 / 2f, (j * 32) + textData.TextureLocation.Value * 32 + (num5 - num2) / 2f);
             *      fontBatch.QueueText(list[j], position, 0f, flag ? new Color(0, 0, 64) : list2[j], TextAnchor.HorizontalCenter);
             *      if (flag)
             *      {
             *              flatBatch.QueueLine(new Vector2(position.X - (float)(list[j].Length * 8 / 2), position.Y + 8f), new Vector2(position.X + (float)(list[j].Length * 8 / 2), position.Y + 8f), 0f, new Color(0, 0, 64));
             *      }
             * }
             * textData.UsedTextureWidth = num4;
             * textData.UsedTextureHeight = num5;
             */
        }