public override void Draw() { base.Draw(); TXT("Hi there!", 0.2f, 0.8f, P.Get(Anim.Runtime_int(3f) % P.totalColours), PRESENTATION.DEFAULT_TXT_CELL_HEIGHT * 2); TXT("Here is some info on the GL drawing tools", 0.2f, 0.75f, P.Get(4)); TXT("draw primitives!", 0.2f, 0.6f, P.Get(4)); int _CELLS_X = 10; int _CELLS_Y = 3; float _XDIV = 0.6f / _CELLS_X; float _YDIV = 0.4f / _CELLS_Y; float _CELL_SIZE = _XDIV * 0.75f; float _CS2 = _CELL_SIZE * 0.5f; int _COUNT = 0; for (int x = 0; x < _CELLS_X; x++) { for (int y = 0; y < _CELLS_Y; y++) { _COUNT++; Color _COL = P.Get(_COUNT % P.totalColours); GL.PushMatrix(); //GL_DRAW.TransformMatrix(0.1f + (x * _XDIV), 0.1f + (y * _YDIV), _rotationZ: Anim.PNoise(0.1f, _offsetA: x, _offsetB: y)); float _CS = Anim.Sin_Time(10f, _CS2, _CELL_SIZE, _COUNT); GL_DRAW.Translate(0.1f + (x * _XDIV), 0.1f + (y * _YDIV)); switch (_COUNT % 6) { case 0: GL_DRAW.Draw_RECT(0, 0, _CS, _CS, _COL); break; case 1: GL_DRAW.Draw_RECT_FILL(0, 0, _CS, _CS, _COL); break; case 2: GL_DRAW.Draw_CIRCLE_LINE(3, 0, 0, _CS, _COL); break; case 3: GL_DRAW.Draw_CIRCLE_FILL(3, 0, 0, _CS, _COL); break; case 4: GL_DRAW.Draw_CIRCLE_LINE(20, 0, 0, _CS, _COL); break; case 5: GL_DRAW.Draw_CIRCLE_FILL(20, 0, 0, _CS, _COL); break; } GL.PopMatrix(); } } }
public static void Draw_BAR_PARTITIONS_Y(float _x, float _y, float _w, float _h, Partitions _partitions) { for (int i = 0; i < _partitions.count; i++) { Partition _P = _partitions.Get(i); GL_DRAW.Draw_RECT(_x, _y + (_h * _P.start), _w, _h * _partitions.Get_Share(i), _P.colour); } }
void WallCell(float _x, float _y, float _w, float _h, Color _col, int _sprawlIndex, float _animOffset, float _tickerOffset) { bool _TICKER = Anim.Runtime_int(5f, _tickerOffset) % 2 == 0; float _TOP = _y + _h; float _lw = _w * 0.5f; GL_DRAW.Draw_RECT(_x - (_w * 0.1f), _y + (_h * 0.1f), _lw, _h, COL.Set_alphaStrength(_col, 0.2f)); GL_DRAW.Draw_RECT(_x - (_w * 0.05f), _y + (_h * 0.05f), _lw, _h, COL.Set_alphaStrength(_col, 0.2f)); GL_DRAW.Draw_RECT_FILL(_x, _y, _lw, _h, COL.Set_alphaStrength(_col, 0.2f)); GL_DRAW.Draw_RECT_FILL(_x, _TOP, _lw, _h * -0.1f, COL.Set_alphaStrength(_col, _TICKER ? 0.05f : 0.3f)); HUD.Draw_LABEL_BOX("a" + _sprawlIndex, _x + (_lw * 0.1f), _y + (_h * 0.1f), _lw * 0.6f, _h * 0.6f, 0.01f, 0.1f, 0.5f, _col, P.Get(0)); GL_MATRIX_ANIMS.Draw(GL_MATRIX_ANIMS.NAME_INC_3X3, Anim.Runtime_int(3f, _animOffset + Anim.Sin_Time(1.1f, 0f, 3f)), _x + _lw, _y + (_h * 0.75f), _h * 0.25f, _col); sprawls[_sprawlIndex].Draw(_x + _lw, _y + (_h * 0.75f), _lw * 0.25f, _h * -0.75f, COL.Set_alphaStrength(_col, 0.25f)); }
void FloorMarker(float _x, float _y, float _size, float _value, int _dataIndex = 0, float _timeOffset = 0) { Color _COL = P.Get(3); float _markerSize = _HOOP_SIZE * _size; float _valueInv = 1f - _value; float _SIZE2 = _size * 0.5f; float _Y_OFFSET = Mathf.Lerp(0.01f * _size, 0.4f * _size, _value); // floor hoop DrawHoop(_x, _y, _size, 0.05f + (_valueInv * 0.2f), _angleOffset: 0); DrawHoop(_x, _y, _SIZE2, 0.075f + (_valueInv * 0.05f), _angleOffset: 0); for (int i = 0; i < 3; i++) { float _ANGLE_OFF = 0.33f * i; DrawHoop(_x, _y, _size * 1.5f, 0.3f, _ANGLE_OFF, _ANGLE_OFF + .1666666f, _angleOffset: Anim.Runtime(-0.1f)); } // raised DrawHoop(_x, _y + _Y_OFFSET, _size, 0.3f, _angleOffset: 0); for (int i = 0; i < 4; i++) { float _ANGLE_OFF = 0.25f * i; DrawHoop(_x, _y + _Y_OFFSET, _size * 0.75f, 0.3f, _ANGLE_OFF, _ANGLE_OFF + .125f, _angleOffset: Anim.Runtime(0.25f, _timeOffset * 0.2f)); } HUD.Draw_LABEL_LINE_X("pt :: " + _dataIndex, _x, _y, _size * 2f, _size * 0.1f, P.Get(3, 0f), _COL, _COL); float _statPad = _size * 0.2f; float _statPad2 = _statPad * 2; float _stat_W = _size * 2; float _stat_H = _size * 4; float _stat_X = _size + _statPad; float _stat_Y = -_stat_H - (_statPad * 2); GL.PushMatrix(); GL_DRAW.TransformMatrix(_x, _y); GL_DRAW.Draw_RECT(_stat_X, _stat_Y, _stat_W, _stat_H, _COL); float[] _values = VALUES.RandomValues_NOISE_TIME(5, _offsetA: _timeOffset, _offsetB: _timeOffset * 1.4f); sprawls[_dataIndex].Draw(_stat_X + _statPad, _stat_Y + (_stat_H * 0.75f), _stat_W - _statPad2, _stat_H * 0.2f, _COL); HUD.Draw_HISTOGRAM_BAR_X(_stat_X + _statPad, _stat_Y + _statPad, _stat_W - _statPad2, _stat_H * 0.5f, _COL, _COL, 0.75f, false, _values); HUD.Draw_HISTOGRAM_BAR_X(_stat_X + _statPad, _stat_Y - (_statPad - (_stat_H * 0.75f)), _stat_W - _statPad2, _stat_H * -0.2f, P.Get(3, 0), P.Get(2), 0.75f, false, _values); GL.PopMatrix(); }