コード例 #1
0
ファイル: Layer.cs プロジェクト: swiercc/SpacebarClicker
    // Startup
    public override void Startup(ContentManager content)
    {
        _UI.Startup(_G.Game, _G.GameInput);

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add(bundleIndex, "Textures\\UI_Box", "box");

        // load fonts
        _UI.Font.Add("Fonts\\", "SegoeUI");

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle("SegoeUI");
        fontStyle.AddRenderPass(new UI.FontStyleRenderPass());
        _UI.Store_FontStyle.Add("Default", fontStyle);

        UI.FontStyle           fontStyleDS  = new UI.FontStyle("SegoeUI");
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride      = Color.Black;
        renderPassDS.AlphaMult          = 0.5f;
        renderPassDS.Offset             = new Vector3(0.05f, -0.05f, 0.0f);
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass(renderPassDS);
        fontStyleDS.AddRenderPass(new UI.FontStyleRenderPass());
        _UI.Store_FontStyle.Add("Default3dDS", fontStyleDS);

        // setup font icons
        _UI.Store_FontIcon.Add("A", new UI.FontIcon(_UI.Texture.Get("null"), 0.0f, 0.0f, 1.0f, 1.0f));
        _UI.Store_FontIcon.Add("B", new UI.FontIcon(_UI.Texture.Get("null"), 0.0f, 0.0f, 1.0f, 1.0f));

        // add initial screens
        _UI.Screen.AddScreen(new UI.Screen_Background());
        _UI.Screen.AddScreen(new UI.Screen_Start());
    }
コード例 #2
0
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );

        // load fonts
        _UI.Font.Add( "Fonts\\", "SegoeUI" );

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "SegoeUI" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "SegoeUI" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default3dDS", fontStyleDS );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );

        // add initial screens
        _UI.Screen.AddScreen( new UI.Screen_Background() );
        _UI.Screen.AddScreen( new UI.Screen_Start() );
    }
コード例 #3
0
ファイル: FontStyle.cs プロジェクト: swiercc/SpacebarClicker
	// Copy
	public FontStyleRenderPass Copy()
	{
		FontStyleRenderPass o = new FontStyleRenderPass();

		o.ColorOverride = ColorOverride;
		o.AlphaMult = AlphaMult;
		o.Offset = Offset;
		o.OffsetProportional = OffsetProportional;
		o.TextureIndex = TextureIndex;
		o.TextureMode = TextureMode;

		return o;
	}
コード例 #4
0
ファイル: UiLayer.cs プロジェクト: tuannsofta/kinect4bag
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );
        for (int i = 0; i < 4; i++)
        {
            _UI.Texture.AddDynamic(bundleIndex, "bag", "Textures\\tex" + i, "BagButtonTex" + i);
            _UI.Texture.AddDynamic(bundleIndex, "yifu", "Textures\\tex" + i, "ClothButtonTex"+i);
            _UI.Texture.Add(bundleIndex,"Textures\\tex"+i,"ClothTexture"+i);
        }

        //Add Dynamic Texture for Bag Model
        //_UI.Texture.AddDynamic(bundleIndex, "yifu", "Textures\\tex0", "BagDisplayUnit");
        // load fonts
        _UI.Font.Add( "Fonts\\", "SegoeUI" );

        // setup common font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "SegoeUI" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "SegoeUI" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default3dDS", fontStyleDS );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "null" ), 0.0f, 0.0f, 1.0f, 1.0f ) );

        // add initial screens
        //_UI.Screen.AddScreen( new UI.Screen_Background() );
        //_UI.Screen.AddScreen( new UI.Screen_LevelSelect() );
        this.SideBars = new UI.SideBar();
        _UI.Screen.AddScreen(SideBars);
    }
コード例 #5
0
ファイル: FontStyle.cs プロジェクト: swiercc/SpacebarClicker
	// AddRenderPass
	public void AddRenderPass( FontStyleRenderPass renderPass )
	{
		RenderPasses.Add( renderPass );
	}
コード例 #6
0
ファイル: FontStyle.cs プロジェクト: swiercc/SpacebarClicker
	// Render
	public unsafe void Render( FontSpriteList list, float height )
	{
		fixed ( FontSprite *pSpriteStart = &list.Sprites[ 0 ] )
		{
			for ( int i = 0; i < RenderPasses.Count; ++i )
			{
				FontStyleRenderPass renderPass = RenderPasses[ i ];

				FontSprite *pSprite = ( pSpriteStart + list.RenderStart );

				for ( int j = list.RenderStart; j < list.RenderEnd; ++j, ++pSprite )
				{
					bool isIcon = ( pSprite->IconIndex != -1 );

					SpriteColors colors;
				
					if ( !renderPass.ColorOverride.HasValue )
						colors = pSprite->Colors;
					else
					{
						colors = renderPass.ColorOverride.Value;
						colors.MultA( ref pSprite->Colors );

						if ( pSprite->Colors.PreMultipliedAlpha )
							colors.ToPremultiplied();
					}

					if ( renderPass.AlphaMult != 1.0f )
						colors.MultA( (byte)( renderPass.AlphaMult * 255.0f ) );

					// should this be auto-adjusted for 3d? I'm not convinced atm ...
					Vector3 position = pSprite->Position + ( renderPass.OffsetProportional ? ( renderPass.Offset * height ) : renderPass.Offset );

					if ( isIcon )
					{
						FontIcon fontIcon = _UI.Store_FontIcon.Get( pSprite->IconIndex );
						_UI.Sprite.AddSprite( list.RenderPass, list.Layer + fontIcon.LayerOffset, ref position, pSprite->Size.X, pSprite->Size.Y, E_Align.TopLeft, ref colors, ref fontIcon.RenderState );
					}
					else
						_UI.Sprite.AddSprite( list.RenderPass, list.Layer, ref position, pSprite->Size.X, pSprite->Size.Y, E_Align.TopLeft, ref colors, ref RenderState );

					_UI.Sprite.AddTexture( 0, ref pSprite->Texture );

					if ( !isIcon && ( renderPass.TextureIndex != -1 ) )
					{
						Vector2 puv = new Vector2();
						Vector2 suv = new Vector2( 1.0f );

						switch ( renderPass.TextureMode )
						{
							case E_FontStyleTextureMode.Character:
							{
								puv.X = pSprite->Texture.PUV.X;
								puv.Y = pSprite->Texture.PUV.Y;
								suv.X = pSprite->Texture.SUV.X;
								suv.Y = pSprite->Texture.SUV.Y;
								break;
							}
							case E_FontStyleTextureMode.Shift:
							{
								puv.X = pSprite->Texture.PUV.X;
								suv.X = pSprite->Size.X / pSprite->Size.Y;
								break;
							}
							case E_FontStyleTextureMode.PositionShift:
							{
								puv.X = pSprite->Texture.PUV.X + ( pSprite->Position.X * 0.5f );
								suv.X = pSprite->Size.X / pSprite->Size.Y;
								break;
							}
						}

						_UI.Sprite.AddTexture( 1, renderPass.TextureIndex, ref puv, ref suv );
					}
				}
			}
		}
	}
コード例 #7
0
ファイル: FontStyle.cs プロジェクト: JacobNorlin/project-duck
 // AddRenderPass
 public void AddRenderPass( FontStyleRenderPass renderPass )
 {
     RenderPasses.Add( renderPass );
 }
コード例 #8
0
ファイル: FontStyle.cs プロジェクト: JacobNorlin/project-duck
        // Copy
        public FontStyleRenderPass Copy()
        {
            FontStyleRenderPass o = new FontStyleRenderPass();

            o.ColorOverride = ColorOverride;
            o.AlphaMult = AlphaMult;
            o.Offset = Offset;
            o.OffsetProportional = OffsetProportional;
            o.TextureIndex = TextureIndex;
            o.TextureMode = TextureMode;

            return o;
        }
コード例 #9
0
    // Startup
    public override void Startup( ContentManager content )
    {
        _UI.Startup( _G.Game, _G.GameInput );

        // load textures
        int bundleIndex = _UI.Texture.CreateBundle();

        _UI.Texture.Add( bundleIndex, "Textures\\UI_Box", "box" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Shine", "shine" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_Buttons", "buttons" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_FontMult", "font_mult" );
        _UI.Texture.Add( bundleIndex, "Textures\\UI_DebugMenu", "debug_menu" );
        _UI.Texture.Add( bundleIndex, "Textures\\tick", "tick" );

        _UI.Texture.Add( bundleIndex, "Textures\\World_1", "world_1" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_2", "world_2" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_3", "world_3" );
        _UI.Texture.Add( bundleIndex, "Textures\\World_4", "world_4" );

        _UI.Texture.Add( bundleIndex, "Textures\\MM_NewGame", "mm_newgame" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_LevelSelect", "mm_levelselect" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Options", "mm_options" );
        _UI.Texture.Add( bundleIndex, "Textures\\MM_Quit", "mm_quit" );

        _UI.Texture.Add( bundleIndex, "Textures\\CompanyLogo", "company_logo" );
        _UI.Texture.Add( bundleIndex, "Textures\\GameLogo", "game_logo" );

        // load fonts
        _UI.Font.Add( "Fonts\\", "Verdana" );
        _UI.Font.Add( "Fonts\\", "Impact" );

        // everyone has initial control
        _UI.PrimaryPad = -1;

        // setup colors
        _UI.Store_Color.Add( "Blue", 0xff0000ff );
        _UI.Store_Color.Add( "Red", 0xffff0000 );

        // setup timelines
        UI.Timeline timelineText = new UI.Timeline( "selected", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timelineText.AddEffect( new UI.TimelineEffect_ColorLerp( Color.Orange, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_selected_color", timelineText );

        UI.Timeline timeline_StartAlpha = new UI.Timeline( "start", false, 0.0f, 0.25f, UI.E_TimerType.Stop, UI.E_RestType.Start );
        timeline_StartAlpha.AddEffect( new UI.TimelineEffect_Alpha( -1.0f, 0.0f, UI.E_LerpType.SmoothStep ) );
        _UI.Store_Timeline.Add( "text_start_alpha", timeline_StartAlpha );

        // setup textures
        UI.SpriteTexture texture = new UI.SpriteTexture( "buttons", 0.0f, 0.0f, 0.5f, 1.0f );
        _UI.Store_Texture.Add( "buttons_half", texture );

        // setup font styles
        UI.FontStyle fontStyle = new UI.FontStyle( "Impact" );
        fontStyle.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "Default", fontStyle );

        UI.FontStyle fontStyleDS = new UI.FontStyle( "Impact" );
        UI.FontStyleRenderPass renderPassDS = new UI.FontStyleRenderPass();
        renderPassDS.ColorOverride = Color.Black;
        renderPassDS.AlphaMult = 0.5f;
        renderPassDS.Offset = new Vector3( 0.05f, -0.05f, 0.0f );
        renderPassDS.OffsetProportional = true;
        fontStyleDS.AddRenderPass( renderPassDS );
        fontStyleDS.AddRenderPass( new UI.FontStyleRenderPass() );
        _UI.Store_FontStyle.Add( "DefaultDS", fontStyleDS );

        // setup font effects
        UI.FontEffect fontEffect = new UI.FontEffect_Scale( 0.0625f, 0.25f, 2.0f, 1.0f, 2.0f, 1.0f, 2.0f, UI.E_LerpType.Sin );
        _UI.Store_FontEffect.Add( "menu_item_scale", fontEffect );

        // setup font icons
        _UI.Store_FontIcon.Add( "A", new UI.FontIcon( _UI.Texture.Get( "buttons" ), 0.0f, 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "B", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 63.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "X", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 126.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );
        _UI.Store_FontIcon.Add( "Y", new UI.FontIcon( _UI.Texture.Get( "buttons" ), ( 189.0f / 820.0f ), 0.0f, ( 64.0f / 820.0f ), 1.0f ) );

        // setup widgets
        UI.WidgetText text = new UI.WidgetText();
        text.ColorBase = Color.White;
        text.Align = UI.E_Align.TopCentre;
        text.Position = new Vector3( 0.0f, 18.0f, 0.0f );
        text.Size = new Vector3( 0.0f, 3.0f, 0.0f );
        text.Alpha = 0.5f;
        text.FontStyleName = "Default";
        text.AddTimeline( "text_start_alpha" );
        text.RenderPass = 1;
        _UI.Store_Widget.Add( "font_effect_text", text );

        // set initial screen
        PlayState = E_PlayState.TestUI;

        if ( PlayState == E_PlayState.GameWorld )
        {
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.HUD() );
        }
        else
        if ( PlayState == E_PlayState.LevelEditor )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _UI.Screen.AddScreen( new UI.LevelEditorHUD() );
        }
        else
        if ( PlayState == E_PlayState.TestUI )
        {
            _G.Game.DoLayerUpdate( E_Layer.GameWorld, false );
            _G.Game.DoLayerRender( E_Layer.GameWorld, false );
            _G.Game.DoLayerUpdate( E_Layer.LevelEditor, false );
            _G.Game.DoLayerRender( E_Layer.LevelEditor, false );
            _UI.Screen.AddScreen( new UI.Test() );
        }
    }