コード例 #1
0
        public Form1()
        {
            this.InitializeComponent();
            this.htDevice   = new HtmlDevice();
            this.htCompiler = HtEngine.GetCompiler();
            HtEngine.RegisterDevice(this.htDevice);
            HtEngine.DefaultFontSize   = 14;
            HtEngine.DefaultFontFace   = "Arial";
            this.pictureBox1.BackColor = Color.RoyalBlue;

            this.pictureBox1.MouseMove +=
                (sender, args) =>
            {
                this.pictureBox1.Cursor = this.htCompiler.GetLink(args.X, args.Y) == null
                                                  ? Cursors.Default
                                                  : Cursors.Hand;
            };

            this.pictureBox1.MouseClick += (sender, args) =>
            {
                string link = this.htCompiler.GetLink(args.X, args.Y);
                if (link != null)
                {
                    MessageBox.Show("Link clicked: " + link);
                }
            };
        }
コード例 #2
0
        public HtmlTextField()
        {
            HtEngine.RegisterLogger(new Unity3DLogger());
            HtEngine.RegisterDevice(new Unity3DDevice());
            _compiler = HtEngine.GetCompiler();
            _text     = string.Empty;

            AddEventListenerObsolete(MouseEvent.MOUSE_DOWN, __mouseDown, true);
        }
コード例 #3
0
    public void Awake()
    {
        Debug.Log("Initializing Demo");

        // our logger
        HtEngine.RegisterLogger(new HtmlLogger());
        // our device
        HtEngine.RegisterDevice(new HtmlDevice());
        // our compiler
        this.compiler = HtEngine.GetCompiler();
        // set up first html
        this.html = demo0;
    }
コード例 #4
0
ファイル: Game1.cs プロジェクト: vgrudenic/html-engine-mini
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            HtmlDevice.Content       = Content;
            HtmlDevice.Context       = spriteBatch;
            HtEngine.DefaultFontFace = "Arial";
            HtEngine.DefaultFontSize = 14;
            HtEngine.RegisterDevice(new HtmlDevice());

            compiler = HtEngine.GetCompiler();
            compiler.Compile(demo, GraphicsDevice.Viewport.Width);
        }
コード例 #5
0
ファイル: Unity3DGUI.cs プロジェクト: qutin/github-kgui-qutin
        public static void Label(Rect rect, string htmlText)
        {
            if (string.IsNullOrEmpty(htmlText))
            {
                return;
            }
            var f = ToolSet.RealtimeSinceStartup();

            using (var compiler = HtEngine.GetCompiler())
            {
                compiler.Compile(htmlText, (int)rect.width);
                lastCompilerTookSeconds = ToolSet.RealtimeSinceStartup() - f;
                f = ToolSet.RealtimeSinceStartup();
                GUI.BeginGroup(rect);
                compiler.Draw(Time.deltaTime);
                GUI.EndGroup();
                lastDrawTookSeconds = ToolSet.RealtimeSinceStartup() - f;
            }
        }
コード例 #6
0
 internal override void OnAcquire()
 {
     offsetApplied = false;
     compiled      = HtEngine.GetCompiler();
     base.OnAcquire();
 }
コード例 #7
0
 void Start()
 {
     compiler = HtEngine.GetCompiler();
 }