コード例 #1
0
        public Outro(IRenderView renderView, OutroData outroData, Font outroFont, Font outroFontLarge, Action finishAction)
        {
            this.finishAction    = finishAction;
            this.outroData       = outroData;
            this.outroFont       = outroFont;
            this.outroFontLarge  = outroFontLarge;
            this.renderView      = renderView;
            renderLayer          = renderView.GetLayer(Layer.OutroGraphics);
            picture              = renderView.SpriteFactory.Create(160, 128, true, 1) as ILayerSprite;
            picture.Layer        = renderLayer;
            picture.PaletteIndex = paletteOffset = renderView.GraphicProvider.FirstOutroPaletteIndex;
            picture.Visible      = false;
            renderTextFactory    = renderView.RenderTextFactory;
            textProcessor        = renderView.TextProcessor;

            fadeArea         = renderView.ColoredRectFactory.Create(Global.VirtualScreenWidth, Global.VirtualScreenHeight, Color.Black, 255);
            fadeArea.Layer   = renderView.GetLayer(Layer.Effects);
            fadeArea.X       = 0;
            fadeArea.Y       = 0;
            fadeArea.Visible = false;

            graphicInfos = outroData.GraphicInfos;

            EnsureTextures(renderView, outroData, outroFont, outroFontLarge);
        }
コード例 #2
0
ファイル: Popup.cs プロジェクト: Pyrdacor/Ambermoon.net
        public Popup(Game game, IRenderView renderView, Position position, int columns, int rows, bool transparent,
                     byte displayLayerOffset = 0)
        {
            if (columns < 3 || rows < 3)
            {
                throw new AmbermoonException(ExceptionScope.Application, "Popups must at least have 3 columns and 3 rows.");
            }

            DisplayLayer    = (byte)Math.Min(255, BaseDisplayLayer + displayLayerOffset);
            this.game       = game;
            this.renderView = renderView;
            textureAtlas    = TextureAtlasManager.Instance.GetOrCreate(Layer.UI);

            void AddBorder(PopupFrame frame, int column, int row)
            {
                var sprite = renderView.SpriteFactory.Create(16, 16, true, DisplayLayer) as ILayerSprite;

                sprite.Layer = renderView.GetLayer(Layer.UI);
                sprite.TextureAtlasOffset = textureAtlas.GetOffset(Graphics.GetPopupFrameGraphicIndex(frame));
                sprite.PaletteIndex       = game.UIPaletteIndex;
                sprite.X       = position.X + column * 16;
                sprite.Y       = position.Y + row * 16;
                sprite.Visible = true;
                borders.Add(sprite);
            }

            if (!transparent)
            {
                // 4 corners
                AddBorder(PopupFrame.FrameUpperLeft, 0, 0);
                AddBorder(PopupFrame.FrameUpperRight, columns - 1, 0);
                AddBorder(PopupFrame.FrameLowerLeft, 0, rows - 1);
                AddBorder(PopupFrame.FrameLowerRight, columns - 1, rows - 1);

                // top and bottom border
                for (int i = 0; i < columns - 2; ++i)
                {
                    AddBorder(PopupFrame.FrameTop, i + 1, 0);
                    AddBorder(PopupFrame.FrameBottom, i + 1, rows - 1);
                }

                // left and right border
                for (int i = 0; i < rows - 2; ++i)
                {
                    AddBorder(PopupFrame.FrameLeft, 0, i + 1);
                    AddBorder(PopupFrame.FrameRight, columns - 1, i + 1);
                }

                // fill
                // TODO: use named palette color
                fill = renderView.ColoredRectFactory.Create((columns - 2) * 16, (rows - 2) * 16,
                                                            game.GetUIColor(28), DisplayLayer);
                fill.Layer   = renderView.GetLayer(Layer.UI);
                fill.X       = position.X + 16;
                fill.Y       = position.Y + 16;
                fill.Visible = true;

                ContentArea = new Rect(fill.X, fill.Y, fill.Width, fill.Height);
            }
        }
コード例 #3
0
        IColoredRect FillArea(Rect area, Render.Color color, byte displayLayer = 1)
        {
            var filledArea = renderView.ColoredRectFactory.Create(area.Width, area.Height, color, displayLayer);

            filledArea.Layer   = renderView.GetLayer(Layer.UI);
            filledArea.X       = area.Left;
            filledArea.Y       = area.Top;
            filledArea.Visible = true;
            return(filledArea);
        }
コード例 #4
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        readonly List <SpriteInfo> characterSpritesNew    = new List <SpriteInfo>(); // shared by all texts

        public TextRenderer(IRenderView renderView)
        {
            spriteFactory = renderView.SpriteFactory;
            layerLegacy   = renderView.GetLayer(Layer.Gui);
            layerNewFont  = renderView.GetLayer(Layer.GuiFont);

            // original size is 8x8 pixels
            characterSizeLegacy = new Size(8, 8);
            // new font uses a different size
            characterSizeNew = new Size(Global.UIFontCharacterWidth, Global.UIFontCharacterHeight);
        }
コード例 #5
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 static void EnsureTextures(IRenderView renderView, OutroData outroData, Font outroFont, Font outroFontLarge)
 {
     if (textureAtlas == null)
     {
         TextureAtlasManager.Instance.AddFromGraphics(Layer.OutroGraphics,
                                                      outroData.Graphics.Select((g, i) => new { Graphic = g, Index = i }).ToDictionary(g => (uint)g.Index, g => g.Graphic));
         textureAtlas = TextureAtlasManager.Instance.GetOrCreate(Layer.OutroGraphics);
         renderView.GetLayer(Layer.OutroGraphics).Texture = textureAtlas.Texture;
         TextureAtlasManager.Instance.AddFromGraphics(Layer.OutroText, outroFont.GlyphGraphics);
         TextureAtlasManager.Instance.AddFromGraphics(Layer.OutroText, outroFontLarge.GlyphGraphics);
         renderView.GetLayer(Layer.OutroText).Texture = TextureAtlasManager.Instance.GetOrCreate(Layer.OutroText).Texture;
     }
 }
コード例 #6
0
ファイル: Popup.cs プロジェクト: Pyrdacor/Ambermoon.net
        public IRenderText AddText(Position position, string text, TextColor textColor, bool shadow = true,
                                   byte displayLayer = 1, char?fallbackChar = null)
        {
            var renderText = renderView.RenderTextFactory.Create(renderView.GetLayer(Layer.Text),
                                                                 renderView.TextProcessor.CreateText(text, fallbackChar), textColor, shadow);

            renderText.DisplayLayer = (byte)Util.Min(255, this.DisplayLayer + displayLayer);
            renderText.PaletteIndex = game.UIPaletteIndex;
            renderText.X            = position.X;
            renderText.Y            = position.Y;
            renderText.Visible      = true;
            texts.Add(new UIText(renderText));
            return(renderText);
        }
コード例 #7
0
        public Text(IRenderView renderView, Layer layer, string text, IReadOnlyDictionary <char, Glyph> glyphs,
                    List <char> characters, byte displayLayer, int spaceWidth, bool upperOnly, uint textureAtlasIndexOffset)
        {
            totalWidth = 0;
            var textureAtlas = TextureAtlasManager.Instance.GetOrCreate(layer);

            if (upperOnly)
            {
                text = text.ToUpper();
            }

            foreach (char ch in text)
            {
                if (ch == ' ')
                {
                    totalWidth += spaceWidth;
                }
                else if (glyphs.TryGetValue(ch, out var glyph))
                {
                    var sprite = renderView.SpriteFactory.Create(glyph.Graphic.Width, glyph.Graphic.Height, true, displayLayer) as ILayerSprite;
                    sprite.TextureAtlasOffset = textureAtlas.GetOffset((uint)characters.IndexOf(ch) + textureAtlasIndexOffset);
                    sprite.X            = totalWidth;
                    sprite.Y            = 0;
                    sprite.Layer        = renderView.GetLayer(layer);
                    sprite.PaletteIndex = (byte)(renderView.GraphicProvider.PrimaryUIPaletteIndex - 1);
                    sprite.Visible      = false;
                    renderGlyphs.Add(sprite);
                    totalWidth += glyph.Advance;
                }
            }
        }
コード例 #8
0
ファイル: RenderMap2D.cs プロジェクト: Pyrdacor/Ambermoon.net
        public void PlaceTransport(uint mapIndex, uint x, uint y, TravelType travelType)
        {
            var position = new Position((int)x, (int)y);

            if (mapIndex != Map.Index)
            {
                if (mapIndex != adjacentMaps[0].Index &&
                    mapIndex != adjacentMaps[1].Index &&
                    mapIndex != adjacentMaps[2].Index)
                {
                    return;
                }

                if (mapIndex == adjacentMaps[0].Index || mapIndex == adjacentMaps[2].Index)
                {
                    position.X += Map.Width;
                }
                if (mapIndex == adjacentMaps[1].Index || mapIndex == adjacentMaps[2].Index)
                {
                    position.Y += Map.Height;
                }
            }

            if (!transportSprites.ContainsKey(position))
            {
                var stationaryImage = travelType.ToStationaryImage();
                var info            = renderView.GameData.StationaryImageInfos[stationaryImage];
                var textureAtlas    = TextureAtlasManager.Instance.GetOrCreate(Layer.Characters);
                var sprite          = renderView.SpriteFactory.Create(info.Width, info.Height, false);
                var offset          = new Position((TILE_WIDTH - info.Width) / 2 - 2, (TILE_HEIGHT - info.Height) / 2 - 2);
                sprite.Layer              = renderView.GetLayer(Layer.Characters);
                sprite.ClipArea           = Game.Map2DViewArea;
                sprite.BaseLineOffset     = TILE_HEIGHT / 2;
                sprite.PaletteIndex       = (byte)game.GetPlayerPaletteIndex();
                sprite.TextureAtlasOffset = textureAtlas.GetOffset(3 * 17 + 11 * 4 + stationaryImage.AsIndex());
                sprite.X       = Global.Map2DViewX + (position.X - (int)ScrollX) * TILE_WIDTH + offset.X;
                sprite.Y       = Global.Map2DViewY + (position.Y - (int)ScrollY) * TILE_HEIGHT + offset.Y;
                sprite.Visible = true;
                transportSprites.Add(position, new KeyValuePair <ISprite, Position>(sprite, offset));
            }
        }
コード例 #9
0
 private MapCharacter2D(Game game, IRenderView renderView, Layer layer, IMapManager mapManager,
                        RenderMap2D map, uint characterIndex, Map.CharacterReference characterReference)
     : base(game, renderView.GetLayer(layer), TextureAtlasManager.Instance.GetOrCreate(layer),
            renderView.SpriteFactory, () => AnimationProvider(game, map.Map, mapManager,
                                                              characterReference, renderView.GraphicProvider), map, GetStartPosition(characterReference),
            () => Math.Max(1, map.Map.PaletteIndex) - 1, () => NullOffset)
 {
     this.game               = game;
     this.map                = map.Map;
     tileset                 = mapManager.GetTilesetForMap(this.map);
     this.characterIndex     = characterIndex;
     this.characterReference = characterReference;
     lastTimeSlot            = game.GameTime.TimeSlot;
 }
コード例 #10
0
ファイル: Cursor.cs プロジェクト: Pyrdacor/Ambermoon.net
        public Cursor(IRenderView renderView, IReadOnlyList <Position> cursorHotspots, TextureAtlasManager textureAtlasManager = null)
        {
            this.renderView     = renderView;
            textureAtlas        = (textureAtlasManager ?? TextureAtlasManager.Instance).GetOrCreate(Layer.Cursor);
            sprite              = renderView.SpriteFactory.Create(16, 16, true);
            sprite.PaletteIndex = 0;
            sprite.Layer        = renderView.GetLayer(Layer.Cursor);

            for (int i = 0; i < cursorHotspots.Count; ++i)
            {
                this.cursorHotspots.Add((CursorType)i, cursorHotspots[i]);
            }

            UpdateCursor();
        }
コード例 #11
0
        public Interface(IRenderView renderView, Audio.IAudioInterface audioInterface, Viewer viewer)
            : base(renderView, audioInterface)
        {
            RenderView     = renderView;
            AudioInterface = audioInterface;
            Viewer         = viewer;

            TextRenderer = new TextRenderer(renderView);

            displayed = true;
            config    = UserConfig.Game.Options;

            mapCursorSprites[0] = new SpriteLocation {
                Sprite = 31
            };
            mapCursorSprites[1] = new SpriteLocation {
                Sprite = 32
            };
            mapCursorSprites[2] = new SpriteLocation {
                Sprite = 32
            };
            mapCursorSprites[3] = new SpriteLocation {
                Sprite = 32
            };
            mapCursorSprites[4] = new SpriteLocation {
                Sprite = 32
            };
            mapCursorSprites[5] = new SpriteLocation {
                Sprite = 32
            };
            mapCursorSprites[6] = new SpriteLocation {
                Sprite = 32
            };

            cursorSprite         = renderView.SpriteFactory.Create(16, 16, 0, 0, false, false, 255);
            cursorSprite.Layer   = renderView.GetLayer(Freeserf.Layer.Cursor);
            cursorSprite.Visible = true;

            SetSize(640, 480); // original size

            Viewport = null;

            PanelBar = new PanelBar(this);
            AddChild(PanelBar, 0, 0, false);
            Layout();
        }
コード例 #12
0
        public Button(IRenderView renderView, Position position,
                      TextureAtlasManager textureAtlasManager = null)
        {
            Area = new Rect(position, new Size(Width, Height));
            byte paletteIndex = (byte)(renderView.GraphicProvider.PrimaryUIPaletteIndex - 1);

            frameSprite    = renderView.SpriteFactory.Create(Width, Height, true, 3) as ILayerSprite;
            disableOverlay = renderView.SpriteFactory.Create(Width, Height - 6, true, 5) as ILayerSprite;
            iconSprite     = renderView.SpriteFactory.Create(Width, Height - 4, true, 4) as ILayerSprite;

            var layer = renderView.GetLayer(Layer.UI);

            frameSprite.Layer    = layer;
            disableOverlay.Layer = layer;
            iconSprite.Layer     = layer;

            textureAtlas = (textureAtlasManager ?? TextureAtlasManager.Instance).GetOrCreate(Layer.UI);
            frameSprite.TextureAtlasOffset    = textureAtlas.GetOffset(Graphics.GetUIGraphicIndex(UIGraphic.ButtonFrame));
            disableOverlay.TextureAtlasOffset = textureAtlas.GetOffset(Graphics.GetUIGraphicIndex(UIGraphic.ButtonDisabledOverlay));
            iconSprite.TextureAtlasOffset     = textureAtlas.GetOffset(Graphics.GetButtonGraphicIndex(ButtonType.Empty));

            frameSprite.PaletteIndex    = paletteIndex;
            disableOverlay.PaletteIndex = paletteIndex;
            iconSprite.PaletteIndex     = paletteIndex;

            frameSprite.X    = position.X;
            frameSprite.Y    = position.Y;
            disableOverlay.X = position.X;
            disableOverlay.Y = position.Y + 3;
            iconSprite.X     = position.X;
            iconSprite.Y     = position.Y + 2;

            frameSprite.Visible    = true;
            disableOverlay.Visible = false;
            iconSprite.Visible     = true;
        }
コード例 #13
0
        public CharacterCreator(IRenderView renderView, Game game, Action <string, bool, int> selectHandler)
        {
            this.renderView = renderView;
            textureAtlas    = TextureAtlasManager.Instance.GetOrCreate(Layer.UI);
            var fontTextureAtlas = TextureAtlasManager.Instance.GetOrCreate(Layer.Text);
            var spriteFactory    = renderView.SpriteFactory;
            var layer            = renderView.GetLayer(Layer.UI);

            #region Window
            var windowSize = new Size(16, 6);
            var windowArea = new Rect
                             (
                (Global.VirtualScreenWidth - windowSize.Width * 16) / 2,
                (Global.VirtualScreenHeight - windowSize.Height * 16) / 2 - 8,
                windowSize.Width * 16,
                windowSize.Height * 16
                             );
            void AddBorder(PopupFrame frame, int column, int row)
            {
                var sprite = spriteFactory.Create(16, 16, true) as ILayerSprite;

                sprite.Layer = layer;
                sprite.TextureAtlasOffset = textureAtlas.GetOffset(Graphics.GetPopupFrameGraphicIndex(frame));
                sprite.PaletteIndex       = 0;
                sprite.X       = windowArea.X + column * 16;
                sprite.Y       = windowArea.Y + row * 16;
                sprite.Visible = true;
                borders.Add(sprite);
            }

            // 4 corners
            AddBorder(PopupFrame.FrameUpperLeft, 0, 0);
            AddBorder(PopupFrame.FrameUpperRight, windowSize.Width - 1, 0);
            AddBorder(PopupFrame.FrameLowerLeft, 0, windowSize.Height - 1);
            AddBorder(PopupFrame.FrameLowerRight, windowSize.Width - 1, windowSize.Height - 1);
            // top and bottom border
            for (int i = 0; i < windowSize.Width - 2; ++i)
            {
                AddBorder(PopupFrame.FrameTop, i + 1, 0);
                AddBorder(PopupFrame.FrameBottom, i + 1, windowSize.Height - 1);
            }
            // left and right border
            for (int i = 0; i < windowSize.Height - 2; ++i)
            {
                AddBorder(PopupFrame.FrameLeft, 0, i + 1);
                AddBorder(PopupFrame.FrameRight, windowSize.Width - 1, i + 1);
            }
            backgroundFill = FillArea(new Rect(windowArea.X + 16, windowArea.Y + 16,
                                               windowSize.Width * 16 - 32, windowSize.Height * 16 - 32), game.GetUIColor(28), 0);
            #endregion

            #region Buttons
            var offset = windowArea.Position;
            maleButton                   = CreateButton(game, offset + new Position(16, 26));
            maleButton.ButtonType        = ButtonType.Male;
            maleButton.Visible           = true;
            maleButton.LeftClickAction   = () => ChangeMale(false);
            femaleButton                 = CreateButton(game, offset + new Position(16, 45));
            femaleButton.ButtonType      = ButtonType.Female;
            femaleButton.Visible         = true;
            femaleButton.LeftClickAction = () => ChangeMale(true);
            leftButton                   = CreateButton(game, offset + new Position(64, 35));
            leftButton.ButtonType        = ButtonType.MoveLeft;
            leftButton.Visible           = true;
            leftButton.LeftClickAction   = () => SwapPortrait(-1);
            rightButton                  = CreateButton(game, offset + new Position(160, 35));
            rightButton.ButtonType       = ButtonType.MoveRight;
            rightButton.Visible          = true;
            rightButton.LeftClickAction  = () => SwapPortrait(1);
            okButton                 = CreateButton(game, new Position(windowArea.Right - 16 - 32, windowArea.Bottom - 16 - 17));
            okButton.ButtonType      = ButtonType.Ok;
            okButton.Visible         = true;
            okButton.LeftClickAction = () =>
            {
                nameInput.Submit();
                afterFadeOutAction = () => selectHandler?.Invoke(nameInput.Text, isFemale, portraitIndex);
                DestroyAndFadeOut();
            };
            #endregion

            portraitBackground       = spriteFactory.Create(32, 34, true, 1) as ILayerSprite;
            portraitBackground.Layer = layer;
            portraitBackground.X     = offset.X + 112;
            portraitBackground.Y     = offset.Y + 32;
            portraitBackground.TextureAtlasOffset = textureAtlas.GetOffset(Graphics.UICustomGraphicOffset + (uint)UICustomGraphic.PortraitBackground);
            portraitBackground.PaletteIndex       = 52;
            portraitBackground.Visible            = true;

            portrait       = spriteFactory.Create(32, 34, true, 2) as ILayerSprite;
            portrait.Layer = layer;
            portrait.X     = portraitBackground.X;
            portrait.Y     = portraitBackground.Y;
            portrait.TextureAtlasOffset = textureAtlas.GetOffset(Graphics.PortraitOffset + (uint)portraitIndex - 1);
            portrait.PaletteIndex       = (byte)(renderView.GraphicProvider.PrimaryUIPaletteIndex - 1);
            portrait.Visible            = true;

            // draw border around portrait
            var area = new Rect(portraitBackground.X - 1, portraitBackground.Y - 1, 34, 36);
            // TODO: use named palette colors
            var darkBorderColor   = game.GetUIColor(26);
            var brightBorderColor = game.GetUIColor(31);
            // upper dark border
            portraitBorders.Add(FillArea(new Rect(area.X, area.Y, area.Width - 1, 1), darkBorderColor, 1));
            // left dark border
            portraitBorders.Add(FillArea(new Rect(area.X, area.Y + 1, 1, area.Height - 2), darkBorderColor, 1));
            // right bright border
            portraitBorders.Add(FillArea(new Rect(area.Right - 1, area.Y + 1, 1, area.Height - 2), brightBorderColor, 1));
            // lower bright border
            portraitBorders.Add(FillArea(new Rect(area.X + 1, area.Bottom - 1, area.Width - 1, 1), brightBorderColor, 1));

            const int inputWidth = 16 * Global.GlyphWidth - 2;
            nameInput = new TextInput(null, renderView, new Position(windowArea.Center.X - inputWidth / 2, offset.Y + 32 + 40),
                                      15, 2, TextInput.ClickAction.FocusOrSubmit, TextInput.ClickAction.Abort, TextAlign.Left);
            nameInput.AllowEmpty = true;
            nameInput.AutoSubmit = true;
            nameInput.SetText("Thalion");
            nameInput.InputChanged += text => { okButton.Disabled = string.IsNullOrWhiteSpace(text); };
            AddSunkenBox(game, new Rect(windowArea.Center.X - inputWidth / 2 - 2, offset.Y + 32 + 38, inputWidth + 6, Global.GlyphLineHeight + 3));

            string headerText = game.DataNameProvider.ChooseCharacter.Trim();
            int    textWidth  = headerText.Length * Global.GlyphWidth;
            int    textOffset = (windowArea.Width - textWidth) / 2;
            header = AddText(offset + new Position(textOffset, 16), headerText, TextColor.BrightGray);

            fadeArea         = renderView.ColoredRectFactory.Create(Global.VirtualScreenWidth, Global.VirtualScreenHeight, Render.Color.Black, 255);
            fadeArea.Layer   = renderView.GetLayer(Layer.Effects);
            fadeArea.X       = 0;
            fadeArea.Y       = 0;
            fadeArea.Visible = true;
            fadeInStartTime  = DateTime.Now;
        }