internal void Render() { int viewWidth = Engine.ViewWidth; int viewHeight = Engine.ViewHeight; // Vector2 mousePosition = MInput.Mouse.Position; // When the console is opening, MInput.Mouse.UpdateNull is called so MInput.Mouse.Position keeps returning 0, 0 // Let's just use the XNA / FNA MouseState instead. MouseState mouseState = Mouse.GetState(); int mouseScrollDelta = mouseState.ScrollWheelValue - mouseScroll; mouseScroll = mouseState.ScrollWheelValue; Vector2 mousePosition = new Vector2(mouseState.X, mouseState.Y); Vector2?mouseSnapPosition = null; int maxCursorScale = 1; string mouseText = ""; Level level = Engine.Scene as Level; if (level != null) { mouseText += $"Area: {level.Session.Level} @ {level.Session.Area}\n"; } mouseText += $"Cursor @\n screen: {(int) Math.Round(mousePosition.X)}, {(int) Math.Round(mousePosition.Y)}"; if (level != null) { Camera cam = level.Camera; float viewScale = (float)Engine.ViewWidth / Engine.Width; // Convert screen to world position. The method assumes screen is in full size (1920x1080) so we need to scale the position. Vector2 mouseWorldPosition = Calc.Floor(((patch_Level)level).ScreenToWorld(mousePosition / viewScale)); // CelesteTAS already displays world coordinates. If it is installed, leave that up to it. if (!celesteTASInstalled.Value) { mouseText += $"\n world: {(int) Math.Round(mouseWorldPosition.X)}, {(int) Math.Round(mouseWorldPosition.Y)}"; } mouseWorldPosition -= level.LevelOffset; mouseText += $"\n level: {(int) Math.Round(mouseWorldPosition.X)}, {(int) Math.Round(mouseWorldPosition.Y)}"; // Convert world to world-snap position. mouseSnapPosition = Calc.Floor(mouseWorldPosition / 8f); mouseText += $"\n level, /8: {(int) Math.Round(mouseSnapPosition.Value.X)}, {(int) Math.Round(mouseSnapPosition.Value.Y)}"; mouseSnapPosition = 8f * mouseSnapPosition; mouseText += $"\n level, snap: {(int) Math.Round(mouseSnapPosition.Value.X)}, {(int) Math.Round(mouseSnapPosition.Value.Y)}"; // Convert world-snap to screen-snap position. mouseSnapPosition += new Vector2(4f, 4f); // Center the cursor on the tile. mouseSnapPosition += level.LevelOffset; mouseSnapPosition = Calc.Floor(((patch_Level)level).WorldToScreen(mouseSnapPosition.Value) * viewScale); // Cursor shouldn't be larger than an unzoomed tile (level.Zoom and cam.Zoom are both 1) maxCursorScale = Engine.ViewWidth / cam.Viewport.Width; } Draw.SpriteBatch.Begin(); // Draw cursor below all other UI. if (mouseScrollDelta < 0) { cursorScale--; } else if (mouseScrollDelta > 0) { cursorScale++; } cursorScale = Calc.Clamp(cursorScale, 1, maxCursorScale); if (mouseSnapPosition != null) { DrawCursor(mouseSnapPosition.Value, cursorScale, Color.Red); } DrawCursor(mousePosition, cursorScale, Color.Yellow); // Draw cursor world position. Vector2 mouseTextSize = Draw.DefaultFont.MeasureString(mouseText); Draw.Rect(10f, 10f, mouseTextSize.X + 20f, mouseTextSize.Y + 20f, Color.Black * 0.8f); Draw.SpriteBatch.DrawString( Draw.DefaultFont, mouseText, new Vector2(20f, 20f), Color.White ); // Draw standard console. Draw.Rect(10f, viewHeight - 50f, viewWidth - 20f, 40f, Color.Black * 0.8f); var drawPoint = new Vector2(20f, viewHeight - 42f); Draw.SpriteBatch.DrawString(Draw.DefaultFont, ">" + currentText, drawPoint, Color.White); if (underscore) { var size = Draw.DefaultFont.MeasureString(">" + currentText.Substring(0, charIndex)); size.X++; Draw.Line(drawPoint + new Vector2(size.X, 0), drawPoint + size, Color.White); } if (drawCommands.Count > 0) { int drawCount = Math.Min((viewHeight - 100) / 30, drawCommands.Count - firstLineIndexToDraw); float height = 10f + 30f * drawCount; Draw.Rect(10f, viewHeight - height - 60f, viewWidth - 20f, height, Color.Black * 0.8f); for (int i = 0; i < drawCount && firstLineIndexToDraw + i < drawCommands.Count; i++) { Draw.SpriteBatch.DrawString( Draw.DefaultFont, drawCommands[firstLineIndexToDraw + i].Text, new Vector2(20f, viewHeight - 92f - 30f * i), drawCommands[firstLineIndexToDraw + i].Color ); } } Draw.SpriteBatch.End(); }
internal void Render() { int viewWidth = Engine.ViewWidth; int viewHeight = Engine.ViewHeight; // Vector2 mousePosition = MInput.Mouse.Position; // For whatever reason, MInput.Mouse.Position keeps returning 0, 0 // Let's just use the XNA / FNA MouseState instead. MouseState mouseState = Mouse.GetState(); int mouseScrollDelta = mouseState.ScrollWheelValue - mouseScroll; mouseScroll = mouseState.ScrollWheelValue; Vector2 mousePosition = new Vector2(mouseState.X, mouseState.Y); Vector2?mouseSnapPosition = null; int viewScale = 1; string mouseText = ""; Level level = Engine.Scene as Level; if (level != null) { mouseText += $"Area: {level.Session.Level} @ {level.Session.Area}\n"; } mouseText += $"Cursor @\n screen: {(int) Math.Round(mousePosition.X)}, {(int) Math.Round(mousePosition.Y)}"; if (level != null) { Camera cam = level.Camera; viewScale = (int)Math.Round(Engine.Instance.GraphicsDevice.PresentationParameters.BackBufferWidth / (float)cam.Viewport.Width); Vector2 mouseWorldPosition = mousePosition; // Convert screen to world position. mouseWorldPosition = Calc.Floor(mouseWorldPosition / viewScale); mouseWorldPosition = cam.ScreenToCamera(mouseWorldPosition); // CelesteTAS already displays world coordinates. If it is installed, leave that up to it. if (!celesteTASInstalled.Value) { mouseText += $"\n world: {(int) Math.Round(mouseWorldPosition.X)}, {(int) Math.Round(mouseWorldPosition.Y)}"; } mouseWorldPosition -= level.LevelOffset; mouseText += $"\n level: {(int) Math.Round(mouseWorldPosition.X)}, {(int) Math.Round(mouseWorldPosition.Y)}"; // Convert world to world-snap position. mouseSnapPosition = mouseWorldPosition; mouseSnapPosition = Calc.Floor(mouseSnapPosition.Value / 8f); mouseText += $"\n level, /8: {(int) Math.Round(mouseSnapPosition.Value.X)}, {(int) Math.Round(mouseSnapPosition.Value.Y)}"; mouseSnapPosition = 8f * mouseSnapPosition; mouseText += $"\n level, snap: {(int) Math.Round(mouseSnapPosition.Value.X)}, {(int) Math.Round(mouseSnapPosition.Value.Y)}"; // Convert world-snap to screen-snap position. mouseSnapPosition += new Vector2(4f, 4f); // Center the cursor on the tile. mouseSnapPosition += level.LevelOffset; mouseSnapPosition = cam.CameraToScreen(mouseSnapPosition.Value); mouseSnapPosition *= viewScale; } Draw.SpriteBatch.Begin(); // Draw cursor below all other UI. if (mouseScrollDelta < 0) { cursorScale--; } else if (mouseScrollDelta > 0) { cursorScale++; } cursorScale = Calc.Clamp(cursorScale, 1, viewScale); if (mouseSnapPosition != null) { DrawCursor(mouseSnapPosition.Value, cursorScale, Color.Red); } DrawCursor(mousePosition, cursorScale, Color.Yellow); // Draw cursor world position. Vector2 mouseTextSize = Draw.DefaultFont.MeasureString(mouseText); Draw.Rect(10f, 10f, mouseTextSize.X + 20f, mouseTextSize.Y + 20f, Color.Black * 0.8f); Draw.SpriteBatch.DrawString( Draw.DefaultFont, mouseText, new Vector2(20f, 20f), Color.White ); // Draw standard console. Draw.Rect(10f, viewHeight - 50f, viewWidth - 20f, 40f, Color.Black * 0.8f); if (underscore) { Draw.SpriteBatch.DrawString( Draw.DefaultFont, ">" + currentText + "_", new Vector2(20f, viewHeight - 42f), Color.White ); } else { Draw.SpriteBatch.DrawString( Draw.DefaultFont, ">" + currentText, new Vector2(20f, viewHeight - 42f), Color.White ); } if (drawCommands.Count > 0) { float height = 10f + 30f * drawCommands.Count; Draw.Rect(10f, viewHeight - height - 60f, viewWidth - 20f, height, Color.Black * 0.8f); for (int i = 0; i < drawCommands.Count; i++) { Draw.SpriteBatch.DrawString( Draw.DefaultFont, drawCommands[i].Text, new Vector2(20f, viewHeight - 92f - 30f * i), drawCommands[i].Color ); } } Draw.SpriteBatch.End(); }
public void EndTiling() { Draw.SpriteBatch.End(); Draw.ResetTarget(); }
public void BeginTiling(BlendState blendState, int offsetX, int offsetY) { Draw.SetTarget(Canvas); Engine.Instance.GraphicsDevice.Clear(Color.Transparent); Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, blendState, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, Matrix.CreateTranslation(offsetX, offsetY, 0)); }
public void BeginTiling(BlendState blendState) { Draw.SetTarget(Canvas); Engine.Instance.GraphicsDevice.Clear(Color.Transparent); Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, blendState, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone); }
public override void Render(Camera camera, Color color) { Draw.HollowRect(AbsoluteX, AbsoluteY, Width, Height, color); }
public override void Render(Camera camera, Color color) { Draw.Circle(AbsolutePosition, Radius, color, 4); }