コード例 #1
0
ファイル: ToolTipWindow.cs プロジェクト: jesst3r/3DGame
 public override void Render(GraphicsDevice device, Renderer Renderer, int X, int Y)
 {
     this.Height = this.Margin.Y + this.Margin.Height + (int)(this.TextDisplay.RenderText.Lines.Count * this.TextDisplay.LineHeight);
     Renderer.Slice9 slice = new Renderer.Slice9(0, 80, 48, 48, 5, 5, 5, 5);
     Renderer.RenderFrame(device, this.X, this.Y, this.Width, this.Height, slice);
     foreach (Control c in this.Controls)
     {
         c.Render(device, Renderer, this.X + X + this.Margin.X, this.Y + Y + this.Margin.Y);
     }
 }
コード例 #2
0
ファイル: GFXUtility.cs プロジェクト: jesst3r/3DGame
        public static VertexPositionTexture[] SlicedQuad(GraphicsDevice device, float X, float Y, float Width, float Height, Renderer.Slice9 TexMap, Texture2D WindowSkin)
        {
            VertexPositionTexture[] f = new VertexPositionTexture[54];
            int ML = TexMap.Left;
            int MR = TexMap.Right;
            int MT = TexMap.Top;
            int MB = TexMap.Bottom;

            Vector3 AA = PixelToScreen(device, X, Y);
            Vector3 AB = PixelToScreen(device, X + ML, Y);
            Vector3 AC = PixelToScreen(device, X + Width - MR, Y);
            Vector3 AD = PixelToScreen(device, X + Width, Y);

            Vector3 BA = PixelToScreen(device, X, Y + MT);
            Vector3 BB = PixelToScreen(device, X + ML, Y + MT);
            Vector3 BC = PixelToScreen(device, X + Width - MR, Y + MT);
            Vector3 BD = PixelToScreen(device, X + Width, Y + MT);

            Vector3 CA = PixelToScreen(device, X, Y + Height - MB);
            Vector3 CB = PixelToScreen(device, X + ML, Y + Height - MB);
            Vector3 CC = PixelToScreen(device, X + Width - MR, Y + Height - MB);
            Vector3 CD = PixelToScreen(device, X + Width, Y + Height - MB);

            Vector3 DA = PixelToScreen(device, X, Y + Height);
            Vector3 DB = PixelToScreen(device, X + ML, Y + Height);
            Vector3 DC = PixelToScreen(device, X + Width - MR, Y + Height);
            Vector3 DD = PixelToScreen(device, X + Width, Y + Height);

            //top left corner
            //Vector2 TTLC = Renderer.TexelToCoord(64, 0, WindowSkin);


            VertexPositionTexture VAA = new VertexPositionTexture(AA, Renderer.TexelToCoord(TexMap.AA, WindowSkin));
            VertexPositionTexture VAB = new VertexPositionTexture(AB, Renderer.TexelToCoord(TexMap.AB, WindowSkin));
            VertexPositionTexture VAC = new VertexPositionTexture(AC, Renderer.TexelToCoord(TexMap.AC, WindowSkin));
            VertexPositionTexture VAD = new VertexPositionTexture(AD, Renderer.TexelToCoord(TexMap.AD, WindowSkin));

            VertexPositionTexture VBA = new VertexPositionTexture(BA, Renderer.TexelToCoord(TexMap.BA, WindowSkin));
            VertexPositionTexture VBB = new VertexPositionTexture(BB, Renderer.TexelToCoord(TexMap.BB, WindowSkin));
            VertexPositionTexture VBC = new VertexPositionTexture(BC, Renderer.TexelToCoord(TexMap.BC, WindowSkin));
            VertexPositionTexture VBD = new VertexPositionTexture(BD, Renderer.TexelToCoord(TexMap.BD, WindowSkin));

            VertexPositionTexture VCA = new VertexPositionTexture(CA, Renderer.TexelToCoord(TexMap.CA, WindowSkin));
            VertexPositionTexture VCB = new VertexPositionTexture(CB, Renderer.TexelToCoord(TexMap.CB, WindowSkin));
            VertexPositionTexture VCC = new VertexPositionTexture(CC, Renderer.TexelToCoord(TexMap.CC, WindowSkin));
            VertexPositionTexture VCD = new VertexPositionTexture(CD, Renderer.TexelToCoord(TexMap.CD, WindowSkin));

            VertexPositionTexture VDA = new VertexPositionTexture(DA, Renderer.TexelToCoord(TexMap.DA, WindowSkin));
            VertexPositionTexture VDB = new VertexPositionTexture(DB, Renderer.TexelToCoord(TexMap.DB, WindowSkin));
            VertexPositionTexture VDC = new VertexPositionTexture(DC, Renderer.TexelToCoord(TexMap.DC, WindowSkin));
            VertexPositionTexture VDD = new VertexPositionTexture(DD, Renderer.TexelToCoord(TexMap.DD, WindowSkin));



            f[0] = VAA;
            f[1] = VAB;
            f[2] = VBA;
            f[3] = VAB;
            f[4] = VBB;
            f[5] = VBA;
            //top
            f[6] = VAB;  // new VertexPositionTexture(TLM, new Vector2(buttonoffset + qt, 0 + delta));
            f[7] = VAC;  // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[8] = VBB;  // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*
            f[9]  = VAC; // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[10] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[11] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            //*/
            //top right corner
            f[12] = VAC; // new VertexPositionTexture(TRM, new Vector2(buttonoffset + qt * 2, 0 + delta));
            f[13] = VAD; // new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[14] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[15] = VAD; // new VertexPositionTexture(TRC, new Vector2(buttonoffset + qt * 3, 0 + delta));
            f[16] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[17] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            //middle left
            f[18] = VBA; // new VertexPositionTexture(TMLC, new Vector2(buttonoffset + 0, qt + delta));
            f[19] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[20] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[21] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + qt, qt + delta));
            f[22] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[23] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            //*/
            //middle
            f[24] = VBB; // new VertexPositionTexture(TMLM, new Vector2(buttonoffset + 0 + qt, qt + delta));
            f[25] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[26] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            f[27] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + 0 + qt * 2, qt + delta));
            f[28] = VCC; // VertexPositionTexture(BMRM, new Vector2(buttonoffset + 0 + qt * 2, qt * 2 + delta));
            f[29] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + 0 + qt, qt * 2 + delta));
            //middle right
            f[30] = VBC; // new VertexPositionTexture(TMRM, new Vector2(buttonoffset + qt * 2, qt + delta));
            f[31] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[32] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[33] = VBD; // new VertexPositionTexture(TMRC, new Vector2(buttonoffset + qt * 3, qt + delta));
            f[34] = VCD; // VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[35] = VCC; // VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            //bottom left
            f[36] = VCA; // new VertexPositionTexture(BMLC, new Vector2(buttonoffset + 0, qt * 2 + delta));
            f[37] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[38] = VDA; // VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            f[39] = VCB; // VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[40] = VDB; // VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[41] = VDA; // VertexPositionTexture(BLC, new Vector2(buttonoffset + 0, qt * 3 + delta));
            //bottom
            f[42] = VCB; // new VertexPositionTexture(BMLM, new Vector2(buttonoffset + qt, qt * 2 + delta));
            f[43] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[44] = VDB; // new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            f[45] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[46] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[47] = VDB; // new VertexPositionTexture(BLM, new Vector2(buttonoffset + qt, qt * 3 + delta));
            //bottom right
            f[48] = VCC; // new VertexPositionTexture(BMRM, new Vector2(buttonoffset + qt * 2, qt * 2 + delta));
            f[49] = VCD; // new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[50] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            f[51] = VCD; // new VertexPositionTexture(BMRC, new Vector2(buttonoffset + qt * 3, qt * 2 + delta));
            f[52] = VDD; // new VertexPositionTexture(BRC, new Vector2(buttonoffset + qt * 3, qt * 3 + delta));
            f[53] = VDC; // new VertexPositionTexture(BRM, new Vector2(buttonoffset + qt * 2, qt * 3 + delta));
            //eventually
            return(f);
        }