/// <summary> /// Load the content of this animation bar. /// </summary> public override void LoadContent() { //The inherited method. base.LoadContent(); //Load the brushes. _FrameDelimiter = new LineBrush(2, Color.Black); _ProgressMarker = new LineBrush(2, Color.Red); _FrameDelimiter.Load(GUI.GraphicsDevice); _ProgressMarker.Load(GUI.GraphicsDevice); //Create the textures and sprite fonts needed. _BackgroundTexture = DrawingHelper.CreateRectangleTexture(GUI.GraphicsDevice, (int)Width, (int)Height, new Color(0, 0, 0, 155), Color.Black); _SelectedFrameTexture = DrawingHelper.CreateRectangleTexture(GUI.GraphicsDevice, (int)_FrameWidth, (int)Height, Color.DarkSeaGreen, Color.Black); _KeyframeTexture = DrawingHelper.CreateRectangleTexture(GUI.GraphicsDevice, (int)_FrameWidth, (int)Height, Color.CadetBlue, Color.Black); //Load the play button's content. _PlayButton.LoadContent(); }
/// <summary> /// Initialize the level editor. /// </summary> /// <param name="viewport">The window's viewport.</param> public void Initialize(Rectangle viewport) { //Initialize some variables. _State = EditorState.Idle; _GUI = new GraphicalUserInterface(); _SelectedItem = null; _SelectedLayer = null; _Camera = new Camera2D(viewport, new Rectangle(0, 0, 10000, 5000)); _Level = new Level("Level 1", _Camera); _DebugSystem = new DebugSystem(_Level.World); //Enable the debug view from start. _DebugSystem.Debug(true); //Hook up to some of the level's events. _Level.LayerChanged += OnLayerChanged; //Create the GUI items. _TreeView = new TreeView(_GUI, new Vector2(0, 50), 275, 450); _PropertyList = new List(_GUI, new Vector2(0, 505), 275, 200); _ItemModifier = new ItemModifier(_GUI, new Vector2(viewport.Width - 300, 50), 300, 500); _Menu = new Menu(_GUI, new Vector2(0, 0), 500, 30); //Add items to the GUI. _GUI.AddItem(_TreeView); _GUI.AddItem(_PropertyList); _GUI.AddItem(_ItemModifier); _GUI.AddItem(_Menu); //Brushes. _SelectionBrush = new LineBrush(1, Color.Gainsboro); #region Menu //Play with the menu. _Menu.AddMenuItem(); _Menu.AddMenuItem(); _Menu.AddMenuItem(); _Menu.AddMenuItem(); _Menu.MenuItems[0].AddListItem(); _Menu.MenuItems[0].AddListItem(); _Menu.MenuItems[0].AddListItem(); _Menu.MenuItems[1].AddListItem(); _Menu.MenuItems[1].AddListItem(); _Menu.MenuItems[1].AddListItem(); _Menu.MenuItems[2].AddListItem(); _Menu.MenuItems[2].AddListItem(); _Menu.MenuItems[2].AddListItem(); _Menu.MenuItems[3].AddListItem(); _Menu.MenuItems[3].AddListItem(); _Menu.MenuItems[3].AddListItem(); _Menu.MenuItems[0].IsScrollable = false; _Menu.MenuItems[1].IsScrollable = false; _Menu.MenuItems[2].IsScrollable = false; _Menu.MenuItems[3].IsScrollable = false; _Menu.MenuItems[0].IsFixed = false; _Menu.MenuItems[1].IsFixed = false; _Menu.MenuItems[2].IsFixed = false; _Menu.MenuItems[3].IsFixed = false; _Menu.MenuItems[0].Text = "File"; _Menu.MenuItems[1].Text = "Edit"; _Menu.MenuItems[2].Text = "View"; _Menu.MenuItems[3].Text = "Physics"; _Menu.MenuItems[0][0].Label.Text = "New Level"; _Menu.MenuItems[0][1].Label.Text = "Open Level"; _Menu.MenuItems[0][2].Label.Text = "Save Level"; _Menu.MenuItems[1][0].Label.Text = "Add Item"; _Menu.MenuItems[1][1].Label.Text = "Add Layer"; _Menu.MenuItems[1][2].Label.Text = "Delete Layer"; _Menu.MenuItems[2][0].Label.Text = "Zoom"; _Menu.MenuItems[2][1].Label.Text = "Scroll"; _Menu.MenuItems[2][2].Label.Text = "Windows"; _Menu.MenuItems[3][0].Label.Text = "Play"; _Menu.MenuItems[3][1].Label.Text = "Pause"; _Menu.MenuItems[3][2].Label.Text = "Stop"; #endregion //Hook up some events. _GUI.ItemClicked += OnGUIClicked; _TreeView.Ticked += OnTreeViewNodeTicked; _Menu.MenuOptionSelect += OnMenuOptionSelected; #region Test //Add layers. Layer layer1 = AddLayer("Layer 1", new Vector2(.6f, .6f)); Layer layer2 = AddLayer("Layer 2", new Vector2(.5f, .5f)); Layer layer3 = AddLayer("Layer 3", new Vector2(.7f, .7f)); Layer layer4 = AddLayer("Layer 4", new Vector2(.63f, .63f)); Layer layer5 = AddLayer("Layer 5", Vector2.One); Layer layer6 = AddLayer("Layer 6", new Vector2(.99f, 0.99f)); Layer layer7 = AddLayer("Layer 7", new Vector2(1.5f, 1)); //Add items. AddTextureItem(layer1, @"General/Textures/Hazy_Field[1]", "Background Hazy", new Vector2(0, 50), 0, Vector2.One); AddTextureItem(layer1, @"General/Textures/Hazy_Field[2]", "Background Hazy", new Vector2(0, 1000), 0, Vector2.One); AddTextureItem(layer1, @"General/Textures/Ruins[1]", "Background Ruins", new Vector2(2000, 50), 0, Vector2.One); AddTextureItem(layer2, @"General/Textures/FrozenMetalGroundV1[1]", "Ground", new Vector2(0, 700), 0, Vector2.One); AddTextureItem(layer2, @"General/Textures/Backdrop_Guy[1]", "Backdrop Guy", new Vector2(1900, 200), 0, Vector2.One); AddTextureItem(layer3, @"General/Textures/Hazy_Field_Tree[1]", "Hazy Field Tree", new Vector2(0, 1200), 0, Vector2.One); AddTextureItem(layer4, @"General/Textures/Hazy_Field_Pillar[1]", "Hazy Field Pillar", new Vector2(1200, 1500), 0, Vector2.One); AddTextureItem(layer5, @"General/Textures/Fern", "Fern 1", new Vector2(500, 500), 0, Vector2.One); AddTextureItem(layer5, @"General/Textures/Rock[1]", "Rock 1", new Vector2(400, 500), 0, Vector2.One); AddTextureItem(layer6, @"General/Textures/Fern", "Fern 2", new Vector2(515, 515), 0, Vector2.One); AddTextureItem(layer7, @"General/Textures/Pine_Tree", "Pine Tree", new Vector2(600, 0), 0, Vector2.One); AddTextureItem(layer7, @"General/Textures/Rock[2]", "Rock 2", new Vector2(300, 550), 0, Vector2.One); Box box1 = Factory.Instance.AddBox(layer5, "Ground", @"General/Textures/FrozenMetalGroundV1[1]", new Vector2(800, 700), 937, 32); box1.Limbs[0].Body.BodyType = FarseerPhysics.Dynamics.BodyType.Static; for (int i = 0; i <= 5; i++) { Box box2 = Factory.Instance.AddBox(layer5, "Box", @"General/Textures/BlueBoxV1[1]", new Vector2(500 + 50 * i, 50), 26, 27); box2.Limbs[0].Body.Restitution = .1f * i; //box2.Parts[0].Body.Mass = 1 + 1 * i; } #endregion }
/// <summary> /// Load the content of this bone dialog. /// </summary> public override void LoadContent() { //The inherited method. base.LoadContent(); //Create and load the item's brushes. _BoneBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Black); _OriginBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Green); _BoneEndBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Red); _BoneBrush.Load(GUI.GraphicsDevice); _OriginBrush.Load(GUI.GraphicsDevice); _BoneEndBrush.Load(GUI.GraphicsDevice); }
/// <summary> /// Load the content of this sprite dialog. /// </summary> public override void LoadContent() { //The inherited method. base.LoadContent(); //Create the item's texture and set its position. _BoneBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Black); _OriginBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Green); _BoneEndBrush = new FarseerPhysics.DrawingSystem.LineBrush(1, Color.Red); _BoneBrush.Load(GUI.GraphicsDevice); _OriginBrush.Load(GUI.GraphicsDevice); _BoneEndBrush.Load(GUI.GraphicsDevice); //Clear the lists to prevent duplicates. _Textures.Clear(); _List.Clear(); //Load the list with items. foreach (string t in Directory.GetFiles(GUI.ContentManager.RootDirectory, "*.xnb", SearchOption.AllDirectories).ToList<string>()) { //Add a new label to the list, but only if the item in question is a texture. if (t.Contains("Textures")) { //Remove the "Content\" and the ".xnb" from the name. //t = t.Remove(0, 8).Remove(t.Length - 4, 4); //Save all textures' names. _Textures.Add(t.Replace(@"Content\", "").Replace(".xnb", "")); //Add the list item. _List.AddItem(); (_List[_List.Items.Count - 1] as LabelListItem).Label.Text = t.Replace(".xnb", "").Substring((t.LastIndexOf('\\') + 1)); } } }