コード例 #1
0
 public Frame(SceneUpdateContext context, SKRoundRect rrect, uint color, float elevation) : base(context)
 {
     this.rrect_        = new SKRoundRect(rrect);
     this.color_        = color;
     this.paint_bounds_ = SKRect.Empty;
     if (elevation != 0.0F)
     {
         //entity_node().SetTranslation(0.0f, 0.0f, elevation);
     }
 }
コード例 #2
0
 public Entity(SceneUpdateContext context)
 {
     this.context_         = context;
     this.previous_entity_ = context.top_entity_;
     //this.entity_node_ = context.session();
     //if (previous_entity_ != null)
     //{
     //    previous_entity_.entity_node_.AddChild(entity_node_);
     //}
     context.top_entity_ = this;
 }
コード例 #3
0
 public Transform(SceneUpdateContext context, float scale_x, float scale_y, float scale_z) : base(context)
 {
     this.previous_scale_x_ = context.top_scale_x_;
     this.previous_scale_y_ = context.top_scale_y_;
     if (scale_x != 1.0f || scale_y != 1.0f || scale_z != 1.0f)
     {
         //entity_node().SetScale(scale_x, scale_y, scale_z);
         context.top_scale_x_ *= scale_x;
         context.top_scale_y_ *= scale_y;
     }
 }
コード例 #4
0
            public Transform(SceneUpdateContext context, SKMatrix transform) : base(context)
            {
                this.previous_scale_x_ = context.top_scale_x_;
                this.previous_scale_y_ = context.top_scale_y_;
                //if (!transform.isIdentity())
                //{
                //    // TODO(MZ-192): The perspective and shear components in the matrix
                //    // are not handled correctly.
                //    MatrixDecomposition decomposition = new MatrixDecomposition(transform);
                //    if (decomposition.IsValid())
                //    {
                //        entity_node().SetTranslation(decomposition.translation().x(), decomposition.translation().y(), decomposition.translation().z());

                //        entity_node().SetScale(decomposition.scale().x(), decomposition.scale().y(), decomposition.scale().z());
                //        context.top_scale_x_ *= decomposition.scale().x();
                //        context.top_scale_y_ *= decomposition.scale().y();

                //        entity_node().SetRotation(decomposition.rotation().fData[0], decomposition.rotation().fData[1], decomposition.rotation().fData[2], decomposition.rotation().fData[3]);
                //    }
                //}
            }