protected override void PaintComponent() { CheckMouseHeldDown(); textField.RenderWidget(); // Render the up and down buttons Color c = (!enabled || upPressed) ? disabledColor : buttonColor; UI2DRenderer.FillRectangle(upArrowBound, null, c); c = (!enabled || downPressed) ? disabledColor : buttonColor; UI2DRenderer.FillRectangle(downArrowBound, null, c); // Render the border of the up and down button UI2DRenderer.DrawRectangle(upArrowBound, borderColor, 1); UI2DRenderer.DrawRectangle(downArrowBound, borderColor, 1); // Render the up and down arrows // First render the up arrow if (upArrowPoints.Count > 0) { UI2DRenderer.FillPolygon(upArrowPoints, arrowColor, Point.Zero, UI2DRenderer.PolygonShape.Convex); UI2DRenderer.FillPolygon(downArrowPoints, arrowColor, Point.Zero, UI2DRenderer.PolygonShape.Convex); } }
protected override void PaintBorder() { if (!visible) { return; } UI2DRenderer.DrawRectangle(rect, borderColor, 1); }
/// <summary> /// Paints dashed border when focused. /// </summary> protected override void PaintBorder() { if (!enabled || !focused) { return; } UI2DRenderer.DrawRectangle(paintBounds, Color.Yellow, 1); }
public void CreateMenuPly() { int Idx; string NumberPly; TextTitle = "Select Your Player"; UI2DRenderer.FillRectangle(new Rectangle(0, 0, 1280, 720), null, new Color(0, 0, 0, 170)); UI2DRenderer.FillRectangle(new Rectangle(130, 250, Luna.Width, Luna.Height), Luna, Color.White); for (Idx = 0; Idx < 8; Idx++) { UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X, (int)PosObjMenu[Idx].Y, FrameW, FrameH), CarsTextures[Idx], Color.White); UI2DRenderer.FillRectangle(new Rectangle((int)PosObjMenu[Idx].X - 15, (int)PosObjMenu[Idx].Y - 15, FrameW + 30, FrameH + 30), Marco, Color.White); } for (Idx = 0; Idx < GameLogic.NumberPlayers; Idx++) { UI2DRenderer.DrawRectangle(new Rectangle((int)PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].X, (int)PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].Y, FrameW, FrameH), GameLogic.Players[Idx].PlayerColor, 5); if (!GameLogic.Players[Idx].IsPlyOK) { NumberPly = (Idx + 1).ToString(); } else { NumberPly = "X"; } //Player Number UI2DRenderer.WriteText(new Vector2(PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].X + 8, PosObjMenu[GameLogic.Players[Idx].PlySelect - 1].Y + 2), NumberPly, GameLogic.Players[Idx].PlayerColor, BladeFont); } /******** text For the Screen ********/ UI2DRenderer.WriteText(new Vector2(0, 50), TextTitle, Color.Red, PuntosFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); UI2DRenderer.WriteText(new Vector2(1050, 680), TextIP, new Color(255, 10, 10, 255), CalibriFont, new Vector2(0.8f, 0.8f)); UI2DRenderer.WriteText(new Vector2(0, 610), TextMsg, new Color(255, 10, 10, 255), BladeFont, GoblinEnums.HorizontalAlignment.Center, GoblinEnums.VerticalAlignment.None); }
protected override void PaintComponent() { base.PaintComponent(); // Show the highlight when mouse is over if (focused) { UI2DRenderer.DrawRectangle(focusRect, focusedColor, 2); } if (label.Length > 0 && textFont != null) { UI2DRenderer.WriteText(textPos, label, textColor, textFont); } }
protected override void PaintComponent() { base.PaintComponent(); // Draw the check box part if (mouseDown && enabled) { // Use disabled color to display pressed down action UI2DRenderer.FillRectangle(boxRect, null, disabledColor); } else if (selected) { Color c = (enabled) ? boxColor : disabledColor; UI2DRenderer.FillRectangle(boxRect, null, c); UI2DRenderer.FillRectangle(selectedRect, null, selectedColor); } else { Color c = (enabled) ? boxColor : disabledColor; UI2DRenderer.FillRectangle(boxRect, null, c); } // Draw the border of the check box part UI2DRenderer.DrawRectangle(boxRect, color, 1); // Show the highlight when mouse is over if (enabled && within && !mouseDown) { UI2DRenderer.DrawRectangle(highlightRect, highlightColor, 2); } if (label.Length > 0 && textFont != null) { // Draw the label part UI2DRenderer.WriteText(textPos, label, textColor, textFont); } }
protected override void PaintComponent() { if ((mouseDown && enabled) || (focused && clickKeyPressed)) { // Use disabled color to display pressed down action UI2DRenderer.FillRectangle(paintBounds, backTexture, disabledColor); } else { base.PaintComponent(); } if (label.Length > 0) { if (textFont != null) { UI2DRenderer.WriteText(textPos, label, textColor, textFont); } } Color color = ColorHelper.Empty; // Add highlight on the border if mouse is hovering if (enabled && within && !mouseDown) { color = highlightColor; } else if (focused) { color = focusedColor; } if (!color.Equals(ColorHelper.Empty)) { UI2DRenderer.DrawRectangle(highlightBound, color, 2); } }
protected override void PaintBorder() { switch (border) { case GoblinEnums.BorderFactory.EtchedBorder: UI2DRenderer.DrawRectangle(etchedBorderRect, etchWhiteColor, 1); UI2DRenderer.DrawRectangle(paintBounds, etchBlackColor, 1); break; case GoblinEnums.BorderFactory.LineBorder: base.PaintBorder(); break; /*case GoblinEnums.BorderFactory.LoweredBevelBorder: * * break; * * case GoblinEnums.BorderFactory.RaisedBevelBorder: * break; * * case GoblinEnums.BorderFactory.TitledBorder: * break;*/ } }
protected override void PaintComponent() { // Render the track first since it appears on the background of everything if (paintTrack) { UI2DRenderer.DrawRectangle(trackBound, trackBorderColor, 1); UI2DRenderer.FillRectangle(trackBound, null, trackColor); } // Render the knob if (paintTicks) { // If ticks are painted, then the lower part of the knob will change to a pointing shape UI2DRenderer.FillPolygon(knobPoints, knobColor, knobBound.Location, UI2DRenderer.PolygonShape.Convex); Point p1 = new Point(); Point p2 = new Point(); for (int i = 0, j = 0; i < knobPoints.Count; i++) { if (i == knobPoints.Count - 1) { j = 0; } else { j = i + 1; } p1.X = knobPoints[i].X + knobBound.Location.X; p1.Y = knobPoints[i].Y + knobBound.Location.Y; p2.X = knobPoints[j].X + knobBound.Location.X; p2.Y = knobPoints[j].Y + knobBound.Location.Y; UI2DRenderer.DrawLine(p1, p2, knobBorderColor, 1); } } else { // Otherwise, it's a simple rectangle Color c = (enabled) ? knobColor : disabledColor; // Render inside first UI2DRenderer.FillRectangle(knobBound, null, c); UI2DRenderer.DrawRectangle(knobBound, knobBorderColor, 1); } // Render the tickes if (paintTicks) { float nextLoc = 0; if (orientation == GoblinEnums.Orientation.Horizontal) { nextLoc = tickBound.X + minorTickDelta; // Render the minor ticks if minorTickSpacing is greater than 0 for (int i = 0; i < minorTickCount; i++) { UI2DRenderer.DrawLine((int)nextLoc, tickBound.Y, (int)nextLoc, tickBound.Y + 4, knobBorderColor, 1); nextLoc += minorTickDelta; } nextLoc = tickBound.X; // Render the major ticks if majorTickSpacing is greater than 0 for (int i = 0; i <= majorTickCount; i++) { UI2DRenderer.DrawLine((int)nextLoc, tickBound.Y, (int)nextLoc, tickBound.Y + 8, knobBorderColor, 1); nextLoc += majorTickDelta; } } else { nextLoc = tickBound.Y + minorTickDelta; // Render the minor ticks if minorTickSpacing is greater than 0 for (int i = 0; i < minorTickCount; i++) { UI2DRenderer.DrawLine(tickBound.X, (int)nextLoc, tickBound.X + 4, (int)nextLoc, knobBorderColor, 1); nextLoc += minorTickDelta; } nextLoc = tickBound.Y; // Render the major ticks if majorTickSpacing is greater than 0 for (int i = 0; i <= majorTickCount; i++) { UI2DRenderer.DrawLine(tickBound.X, (int)nextLoc, tickBound.X + 8, (int)nextLoc, knobBorderColor, 1); nextLoc += majorTickDelta; } } } // Render the labels if (paintLabels && textFont != null) { float nextLoc = 0; Vector2 textPos = new Vector2(); if (orientation == GoblinEnums.Orientation.Horizontal) { nextLoc = tickBound.X; textPos.Y = labelBound.Y + 1; // Render labels below major ticks only for (int i = 0; i < tickLabels.Count; i++) { textPos.X = (int)nextLoc - labelShifts[i]; UI2DRenderer.WriteText(textPos, tickLabels[i], knobBorderColor, textFont); nextLoc += majorTickDelta; } } else { nextLoc = tickBound.Y; textPos.X = labelBound.X + 1; // Render labels next to major ticks only for (int i = 0; i < tickLabels.Count; i++) { textPos.Y = (int)nextLoc - 5; UI2DRenderer.WriteText(textPos, tickLabels[tickLabels.Count - i - 1], knobBorderColor, textFont); nextLoc += majorTickDelta; } } } }
/// <summary> /// Implements how the border of the component should be painted. /// </summary> /// <remarks> /// This base class method paints only the outer-most border /// </remarks> protected virtual void PaintBorder() { UI2DRenderer.DrawRectangle(paintBounds, borderColor, 1); }