Intersect() public static method

public static Intersect ( Rectangle &value1, Rectangle &value2, Rectangle &result ) : void
value1 Rectangle
value2 Rectangle
result Rectangle
return void
コード例 #1
0
ファイル: ScrollBars.cs プロジェクト: yadiate/MonoGameGui
        internal override void Layout()
        {
            // Pixel size of panel to contain child widgets
            var outerArea = BuildContainerRenderArea();

            RenderRule.BuildBars(outerArea);

            foreach (var widget in Children)
            {
                widget.AbsoluteArea = new Rectangle(
                    widget.Area.X + AbsoluteInputArea.X - (int)(RenderRule.Horizontal.ChildOffset),
                    widget.Area.Y + AbsoluteInputArea.Y - (int)(RenderRule.Vertical.ChildOffset),
                    widget.Area.Width,
                    widget.Area.Height);
                widget.SissorArea = AbsoluteInputArea;
                if (Parent != null)
                {
                    widget.SissorArea = Rectangle.Intersect(widget.SissorArea, SissorArea);
                }
            }

            base.Layout();
        }
コード例 #2
0
ファイル: UIComponent.cs プロジェクト: kernelbitch/Lemma
        public void Draw(GameTime time, Matrix parent, Rectangle scissor)
        {
            Matrix transform = this.Transform * parent;
            Rectangle newScissor = scissor;
            if (this.EnableScissor)
                newScissor = scissor.Intersect(RectangleExtensions.Create(Vector2.Transform(Vector2.Zero, transform), Vector2.Transform(this.Size, transform)));

            if (newScissor.Width > 0 && newScissor.Height > 0)
            {
                if (this.EnableScissor)
                {
                    this.renderer.Batch.End();
                    this.renderer.Batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, this.renderer.RasterizerState, null, Matrix.Identity);
                    this.main.GraphicsDevice.ScissorRectangle = newScissor;
                }

                this.draw(time, parent, transform);
                foreach (UIComponent child in this.Children)
                {
                    if (child.Visible)
                    {
                        if (this.main.GraphicsDevice.ScissorRectangle != newScissor || child.requiresNewBatch)
                        {
                            this.renderer.Batch.End();
                            this.renderer.Batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, this.renderer.RasterizerState, null, Matrix.Identity);
                            this.main.GraphicsDevice.ScissorRectangle = newScissor;
                        }
                        child.Draw(time, transform, newScissor);
                    }
                }
            }

            if (this.EnableScissor)
            {
                // Restore original scissor
                this.renderer.Batch.End();
                this.renderer.Batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, this.renderer.RasterizerState, null, Matrix.Identity);
                this.main.GraphicsDevice.ScissorRectangle = scissor;
            }
        }