コード例 #1
0
ファイル: Listbox.cs プロジェクト: CairoLee/svn-dump
        public override void Draw(SpriteBatch spriteBatch, float alpha)
        {
            Color dynamicListColor = new Color(new Vector4(ColorBgDefault.ToVector3().X, ColorBgDefault.ToVector3().Y, ColorBgDefault.ToVector3().Z, alpha));

            spriteBatch.Draw(listBackground, Position, dynamicListColor);

            //Items
            int endIndex = Items.Count;

            if (startIndex + visibleItems < Items.Count)
            {
                endIndex = startIndex + visibleItems;
            }

            int lastItem = Items.Count;

            if (lastItem > visibleItems)
            {
                lastItem = visibleItems;
            }

            for (int i = 0; i < lastItem; i++)
            {
                Color dynamicTextColor = new Color(new Vector4(ColorFgDefault.ToVector3().X, ColorFgDefault.ToVector3().Y, ColorFgDefault.ToVector3().Z, alpha));
                spriteBatch.DrawString(SpriteFont, Items[i + startIndex] as string, Position + new Vector2(4f, 4f) + new Vector2(0f, SpriteFont.LineSpacing * i), dynamicTextColor);

                //Selected Area
                Color dynamicAreaColor = new Color(new Vector4(Color.White.ToVector3().X, Color.White.ToVector3().Y, Color.White.ToVector3().Z, alpha));

                if ((Items[i + startIndex] as string) == SelectedItem)
                {
                    spriteBatch.Draw(selectionArea, Position + new Vector2(4f, 4f) + new Vector2(0f, SpriteFont.LineSpacing * i), dynamicAreaColor);
                }

                //Selection Area
                if (MouseState.LeftButton == ButtonState.Released && !Form.InUse)
                {
                    if (bIsOverItem(i))
                    {
                        spriteBatch.Draw(selectionArea, Position + new Vector2(4f, 4f) + new Vector2(0f, SpriteFont.LineSpacing * i), dynamicAreaColor);
                    }
                }
            }

            if (Scrollbar != null)
            {
                Scrollbar.Draw(spriteBatch, alpha);
            }
        }
コード例 #2
0
        public override void Draw(SpriteBatch spriteBatch, float alpha)
        {
            Color   dynamicColor = new Color(new Vector4(ColorFgDefault.ToVector3(), alpha));
            Vector2 drawPos      = Position;
            Vector2 textSize     = SpriteFont.MeasureString(Text);

            string[] Lines = Text.Split(new char[] { '\n' });

            if (ColorBgDefault != Color.Transparent)
            {
                Color dynBg = new Color(new Vector4(ColorBgDefault.ToVector3(), alpha));
                mButtonArea = new Rectangle((int)Position.X - Value, (int)Position.Y - Value, ControlSize.X, ControlSize.Y);
                if (ControlSize.X == 0)
                {
                    mButtonArea.Width = (int)textSize.X + 5;
                }
                if (ControlSize.Y == 0)
                {
                    mButtonArea.Height = (int)textSize.Y + 5;
                }

                if (mTextureBlank == null)
                {
                    mTextureBlank = EngineCore.ContentLoader.Load <Texture2D>(@"Interface\blank");
                }

                spriteBatch.Draw(mTextureBlank, mButtonArea, dynBg);
                if (BorderColor != Color.Transparent)
                {
                    Texture2D tex = DrawHelper.Rect2Texture(1, 1, 0, BorderColor);
                    spriteBatch.DrawRectangle(tex, mButtonArea, 1, BorderColor);
                }
            }
            else
            {
                mButtonArea = new Rectangle(mButtonArea.X, mButtonArea.Y, ControlSize.X, ControlSize.Y);
            }

            for (int i = 0; i < Lines.Length; i++)
            {
                if (i > 0)
                {
                    drawPos.Y += SpriteFont.LineSpacing;
                }
                spriteBatch.DrawString(SpriteFont, Lines[i], drawPos, dynamicColor);
            }
        }
コード例 #3
0
ファイル: Textbox.cs プロジェクト: hakanaku2009/svn-dump
        public override void Draw(SpriteBatch spriteBatch, float alpha)
        {
            Color dynamicColor     = new Color(new Vector4(ColorBgDefault.ToVector3().X, ColorBgDefault.ToVector3().Y, ColorBgDefault.ToVector3().Z, alpha));
            Color dynamicTextColor = new Color(new Vector4(ColorFgDefault.ToVector3().X, ColorFgDefault.ToVector3().Y, ColorFgDefault.ToVector3().Z, alpha));

            spriteBatch.Draw(ControlTextures[0], Position, dynamicColor);
            spriteBatch.Draw(ControlTextures[1], ControlRectangles[0], dynamicColor);
            spriteBatch.Draw(ControlTextures[2], Position + new Vector2(ControlTextures[0].Width + ControlRectangles[0].Width, 0f), dynamicColor);

            spriteBatch.Draw(ControlTextures[3], ControlRectangles[1], dynamicColor);
            spriteBatch.Draw(ControlTextures[4], ControlRectangles[2], dynamicColor);
            spriteBatch.Draw(ControlTextures[5], ControlRectangles[3], dynamicColor);

            spriteBatch.Draw(ControlTextures[6], Position + new Vector2(0f, ControlTextures[0].Height + ControlRectangles[1].Height), dynamicColor);
            spriteBatch.Draw(ControlTextures[7], ControlRectangles[4], dynamicColor);
            spriteBatch.Draw(ControlTextures[8], Position + new Vector2(ControlTextures[0].Width + ControlRectangles[0].Width, ControlTextures[0].Height + ControlRectangles[1].Height), dynamicColor);

            visibleText = GetTextFrom(startIndex.X);

            if (passChar != string.Empty)
            {
                string passText = "";
                for (int i = 0; i < visibleText.Length; i++)
                {
                    passText += passChar;
                }
                visibleText = passText;
            }

            Vector2 drawPos = Position + new Vector2(5f, ControlRectangles[0].Height + (ControlRectangles[2].Height - SpriteFont.LineSpacing) / 2f);

            drawPos.X = (int)drawPos.X;
            drawPos.Y = (int)drawPos.Y;
            spriteBatch.DrawString(SpriteFont, visibleText, drawPos, dynamicTextColor);

            if (!bLocked && bHasFocus && bCursorVisible && Form.TopForm == this.Owner)
            {
                DrawCursor(spriteBatch, dynamicTextColor);
            }
        }
コード例 #4
0
ファイル: Listbox.cs プロジェクト: CairoLee/svn-dump
        public override void InitTextures()
        {
            listBackground = new Texture2D(Constants.GraphicsDevice, ControlSize.X, ControlSize.Y, true, SurfaceFormat.Color);

            Color[] pixels = new Color[ControlSize.X * ControlSize.Y];
            for (int y = 0; y < ControlSize.Y; y++)
            {
                for (int x = 0; x < ControlSize.X; x++)
                {
                    if (x < 3 || y < 3 || x > ControlSize.X - 3 || y > ControlSize.Y - 3)
                    {
                        if (x == 0 || y == 0 || x == ControlSize.X - 1 || y == ControlSize.Y - 1)
                        {
                            pixels[x + y * ControlSize.X] = Color.Black;
                        }
                        if (x == 1 || y == 1 || x == ControlSize.X - 2 || y == ControlSize.Y - 2)
                        {
                            pixels[x + y * ControlSize.X] = Color.LightGray;
                        }
                        if (x == 2 || y == 2 || x == ControlSize.X - 3 || y == ControlSize.Y - 3)
                        {
                            pixels[x + y * ControlSize.X] = Color.Gray;
                        }
                    }
                    else
                    {
                        float cX = ColorBgDefault.ToVector3().X;
                        float cY = ColorBgDefault.ToVector3().X;
                        float cZ = ColorBgDefault.ToVector3().X;

                        cX *= 1.0f - ((float)y / (float)ControlSize.Y) * 0.4f;
                        cY *= 1.0f - ((float)y / (float)ControlSize.Y) * 0.4f;
                        cZ *= 1.0f - ((float)y / (float)ControlSize.Y) * 0.4f;

                        pixels[x + y * ControlSize.X] = new Color(new Vector4(cX, cY, cZ, ColorBgDefault.ToVector4().W));
                    }

                    float currentX = pixels[x + y * ControlSize.X].ToVector3().X;
                    float currentY = pixels[x + y * ControlSize.X].ToVector3().X;
                    float currentZ = pixels[x + y * ControlSize.X].ToVector3().X;
                    pixels[x + y * ControlSize.X] = new Color(new Vector4(currentX, currentY, currentZ, 0.85f));
                }
            }

            pixels[0]             = Color.Transparent;
            pixels[ControlSize.X] = Color.Transparent;
            pixels[(ControlSize.Y - 1) * ControlSize.X] = Color.Transparent;
            pixels[ControlSize.X - 1 + (ControlSize.Y - 1) * ControlSize.X] = Color.Transparent;

            listBackground.SetData <Color>(pixels);

            selectionArea = new Texture2D(Constants.GraphicsDevice, ControlSize.X - 8, SpriteFont.LineSpacing, true, SurfaceFormat.Color);
            pixels        = new Color[selectionArea.Width * selectionArea.Height];
            for (int y = 0; y < selectionArea.Height; y++)
            {
                for (int x = 0; x < selectionArea.Width; x++)
                {
                    pixels[x + y * selectionArea.Width] = new Color(new Vector4(0f, 0f, 0f, 0.3f));
                }
            }

            selectionArea.SetData <Color>(pixels);
        }
コード例 #5
0
ファイル: Progressbar.cs プロジェクト: hakanaku2009/svn-dump
        public override void InitTextures()
        {
            ControlTextures    = new Texture2D[2];
            ControlTextures[0] = new Texture2D(Constants.GraphicsDevice, ControlSize.X, 18, true, SurfaceFormat.Color);
            ControlTextures[1] = new Texture2D(Constants.GraphicsDevice, ControlSize.X - 8, ControlTextures[0].Height - 8, true, SurfaceFormat.Color);

            ControlRectangles    = new Rectangle[2];
            ControlRectangles[0] = new Rectangle(0, 0, ControlTextures[1].Width, ControlTextures[1].Height);
            ControlRectangles[1] = new Rectangle(0, 0, ControlTextures[1].Width, ControlTextures[1].Height);

            Color[] borderPixel      = new Color[ControlTextures[0].Width * ControlTextures[0].Height];
            Color[] progressBarPixel = new Color[ControlTextures[1].Width * ControlTextures[1].Height];

            for (int y = 0; y < ControlTextures[0].Height; y++)
            {
                for (int x = 0; x < ControlTextures[0].Width; x++)
                {
                    if (x < 3 || y < 3 || x > ControlTextures[0].Width - 3 || y > ControlTextures[0].Height - 3)
                    {
                        if (x == 0 || y == 0 || x == ControlTextures[0].Width - 1 || y == ControlTextures[0].Height - 1)
                        {
                            borderPixel[x + y * ControlTextures[0].Width] = Color.Black;
                        }
                        if (x == 1 || y == 1 || x == ControlTextures[0].Width - 2 || y == ControlTextures[0].Height - 2)
                        {
                            borderPixel[x + y * ControlTextures[0].Width] = Color.LightGray;
                        }
                        if (x == 2 || y == 2 || x == ControlTextures[0].Width - 3 || y == ControlTextures[0].Height - 3)
                        {
                            borderPixel[x + y * ControlTextures[0].Width] = Color.Gray;
                        }
                    }
                    else
                    {
                        borderPixel[x + y * ControlTextures[0].Width] = new Color(new Vector4(ColorBgDefault.ToVector3(), 1f));
                    }
                }
            }

            for (int y = 0; y < ControlTextures[1].Height; y++)
            {
                for (int x = 0; x < ControlTextures[1].Width; x++)
                {
                    bool bInvisiblePixel = false;

                    if (ProgressBarStyle == EProgressBarStyle.Blocks)
                    {
                        int xPos = x % (int)(ControlTextures[1].Width / (float)numberOfBlocks);
                        if (xPos == 0 || xPos == 1)
                        {
                            bInvisiblePixel = true;
                        }
                    }

                    if (!bInvisiblePixel)
                    {
                        float gradient   = 1.0f - y * 0.035f;
                        Color pixelColor = new Color(new Vector4(ColorFgDefault.ToVector3() * gradient, 1f));
                        progressBarPixel[x + y * ControlTextures[1].Width] = pixelColor;
                    }
                }
            }

            ControlTextures[0].SetData <Color>(borderPixel);
            ControlTextures[1].SetData <Color>(progressBarPixel);
        }