public AGSTextComponent(IRenderPipeline pipeline, IBoundingBoxBuilder boundingBoxBuilder, IGLTextureRenderer textureRenderer, BitmapPool bitmapPool, AGSBoundingBoxes labelBoundingBoxes, AGSBoundingBoxes textBoundingBoxes, IGLUtils glUtils, IGraphicsBackend graphics, IFontFactory fonts, IRuntimeSettings settings, IRenderMessagePump messagePump, IGameState state, IGameEvents events) { _pipeline = pipeline; _afterCropTextBoundingBoxes = new AGSBoundingBoxes(); _state = state; _events = events; Width = 1f; Height = 1f; _matricesPool = new GLMatrices[3]; _messagePump = messagePump; OnLabelSizeChanged = new AGSEvent(); _graphics = graphics; _fonts = fonts; _bitmapPool = bitmapPool; _labelBoundingBoxes = labelBoundingBoxes; _textBoundingBoxes = textBoundingBoxes; _boundingBoxBuilder = boundingBoxBuilder; _virtualResolution = settings.VirtualResolution; _settings = settings; _labelBoundingBoxFakeBuilder = new BoundingBoxesEmptyBuilder(); _instructionPool = new ObjectPool <Instruction>(pool => new Instruction(pool, glUtils, textureRenderer, _glTextHitTest), 0); TextVisible = true; subscribeTextConfigChanges(); PropertyChanged += onPropertyChanged; _shouldUpdateBoundingBoxes = true; }
public RoomTransitionDissolve(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easing = null, IGame game = null) { _timeInSeconds = timeInSeconds; _easing = easing ?? Ease.Linear; _game = game ?? AGSGame.Game; _screenVectors = new QuadVectors(_game, glUtils); }
public ArrowIcon(IGLUtils glUtils, IRuntimeSettings settings, ArrowDirection direction = default, Color?color = null) { _glUtils = glUtils; _settings = settings; ArrowColor = (color ?? (Color?)Colors.White).Value.ToGLColor(); _direction = direction; }
public AGSColoredBorder(IGLUtils glUtils, float lineWidth, FourCorners <Color> color, FourCorners <bool> hasRoundCorner) { _glUtils = glUtils; LineWidth = lineWidth; Color = color; HasRoundCorner = hasRoundCorner; _roundCorner = new GLVertex[ROUND_CORNER_SAMPLE_SIZE + 1]; }
public QuadVectors(IGame game, IGLUtils glUtils) { _glUtils = glUtils; TopLeft = new Vector3(); BottomLeft = new Vector3(0f, game.Settings.VirtualResolution.Height, 0f); TopRight = new Vector3(game.Settings.VirtualResolution.Width, 0f, 0f); BottomRight = new Vector3(game.Settings.VirtualResolution.Width, game.Settings.VirtualResolution.Height, 0f); }
public QuadVectors(float x, float y, float width, float height, IGLUtils glUtils) { _glUtils = glUtils; TopLeft = new Vector3(x, y, 0f); BottomLeft = new Vector3(x, y + height, 0f); TopRight = new Vector3(x + width, y, 0f); BottomRight = new Vector3(x + width, y + height, 0f); }
public QuadVectors(IGame game, IGLUtils glUtils) { _glUtils = glUtils; TopLeft = new Vector3 (); BottomLeft = new Vector3 (0f, game.Settings.VirtualResolution.Height, 0f); TopRight = new Vector3 (game.Settings.VirtualResolution.Width, 0f, 0f); BottomRight = new Vector3 (game.Settings.VirtualResolution.Width, game.Settings.VirtualResolution.Height, 0f); }
public QuadVectors(float x, float y, float width, float height, IGLUtils glUtils) { _glUtils = glUtils; TopLeft = new Vector3 (x, y, 0f); BottomLeft = new Vector3 (x, y + height, 0f); TopRight = new Vector3 (x + width, y, 0f); BottomRight = new Vector3 (x + width, y + height, 0f); }
public GLLineRenderer (IGLUtils glUtils, float x1, float y1, float x2, float y2) { _glUtils = glUtils; X1 = x1; X2 = x2; Y1 = y1; Y2 = y2; }
public RoomTransitionCrossFade(IGLUtils glUtils, float timeInSeconds = 1f, Func<float, float> easingFadeOut = null, IGame game = null) { game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds / 2f; _easingFadeOut = easingFadeOut ?? Ease.Linear; _screenVectors = new QuadVectors (game, glUtils); }
public RoomTransitionDissolve(IGLUtils glUtils, IGraphicsBackend graphics, float timeInSeconds = 1f, Func<float, float> easing = null, IGame game = null) { _graphics = graphics; _timeInSeconds = timeInSeconds; _easing = easing ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors (game, glUtils); }
public RoomTransitionCrossFade(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easingFadeOut = null, IGame game = null) { game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds / 2f; _easingFadeOut = easingFadeOut ?? Ease.Linear; _screenVectors = new QuadVectors(game, glUtils); }
public GLLineRenderer(IGLUtils glUtils, float x1, float y1, float x2, float y2) { _glUtils = glUtils; X1 = x1; X2 = x2; Y1 = y1; Y2 = y2; }
public AGSColoredBorder(IGLUtils glUtils, float lineWidth, FourCorners<Color> color, FourCorners<bool> hasRoundCorner) { _glUtils = glUtils; LineWidth = lineWidth; Color = color; HasRoundCorner = hasRoundCorner; _roundCorner = new GLVertex[ROUND_CORNER_SAMPLE_SIZE + 1]; }
public QuadVectors(float x, float y, float width, float height, IGLUtils glUtils) { _glUtils = glUtils; TopLeft = new Vector3(x, y, 0f); BottomLeft = new Vector3(x, y + height, 0f); TopRight = new Vector3(x + width, y, 0f); BottomRight = new Vector3(x + width, y + height, 0f); _box = new AGSBoundingBox(BottomLeft, BottomRight, TopLeft, TopRight); }
public XIcon(IGLUtils glUtils, IRuntimeSettings settings, float lineWidth, float padding, Color?color) { _glUtils = glUtils; _settings = settings; color = color ?? Colors.Red; _color = color.Value.ToGLColor(); _lineWidth = lineWidth; _padding = padding; }
public AGSSerializationContext(IGameFactory factory, IDictionary <string, ITexture> textures, Resolver resolver, IGLUtils glUtils) { Factory = factory; GLUtils = glUtils; Textures = textures; _contracts = new ContractsFactory(); Resolver = resolver; _rewireActions = new List <Action <IGameState> > (); }
public GLImageRenderer(ITextureCache textures, ITextureFactory textureFactory, IGLColorBuilder colorBuilder, IGLTextureRenderer renderer, IGLUtils glUtils) { _textures = textures; _getTextureFunc = textureFactory.CreateTexture; //Creating a delegate in advance to avoid memory allocations on critical path _colorBuilder = colorBuilder; _renderer = renderer; _glUtils = glUtils; _colorAdjusters = new IHasImage[2]; }
public GLGraphicsFactory (Dictionary<string, ITexture> textures, IContainer resolver, IGLUtils glUtils, IGraphicsBackend graphics) { this._textures = textures; this._resolver = resolver; this._resources = resolver.Resolve<IResourceLoader>(); this._bitmapLoader = Hooks.BitmapLoader; this._spriteSheetLoader = new SpriteSheetLoader (_resources, _bitmapLoader, addAnimationFrame, loadImage, graphics); AGSGameSettings.CurrentSkin = new AGSBlueSkin(this, glUtils).CreateSkin(); }
public FolderIcon(IGLUtils glUtils, IRuntimeSettings settings, Color?color = null, Color?foldColor = null, Color?selectedColor = null, Color?selectedFoldColor = null) { _glUtils = glUtils; _settings = settings; _color = (color ?? (Color?)Colors.Gold).Value.ToGLColor(); _foldColor = (foldColor ?? (Color?)Colors.DarkGoldenrod).Value.ToGLColor(); _selectedColor = (selectedColor ?? (Color?)Colors.DeepSkyBlue).Value.ToGLColor(); _selectedFoldColor = (selectedFoldColor ?? (Color?)Colors.Blue).Value.ToGLColor(); }
public AGSRendererLoop(IGameSettings settings, IGameState state, IGLUtils glUtils, IWindowInfo window, IAGSRenderPipeline pipeline, IMatrixUpdater matrixUpdater) { _pipeline = pipeline; _glUtils = glUtils; _window = window; _settings = settings; _gameState = state; _matrixUpdater = matrixUpdater; }
public FileIcon(IGLUtils glUtils, IRuntimeSettings settings, Color?color = null, Color?foldColor = null, Color?selecedColor = null, Color?selectedFoldColor = null) { _glUtils = glUtils; _settings = settings; _color = (color ?? (Color?)Colors.OldLace).Value.ToGLColor(); _foldColor = (foldColor ?? (Color?)Colors.Gray).Value.ToGLColor(); _selectedColor = (selecedColor ?? (Color?)Colors.DeepSkyBlue).Value.ToGLColor(); _selectedFoldColor = (selectedFoldColor ?? (Color?)Colors.Blue).Value.ToGLColor(); }
public AGSRuntimeSettings(IGameSettings settings, IGameWindow gameWindow, IRenderMessagePump messagePump, IGLUtils glUtils) { _glUtils = glUtils; _gameWindow = gameWindow; _messagePump = messagePump; Title = settings.Title; VirtualResolution = settings.VirtualResolution; Vsync = settings.Vsync; PreserveAspectRatio = settings.PreserveAspectRatio; WindowState = settings.WindowState; WindowBorder = settings.WindowBorder; }
public AGSRuntimeSettings(IGameSettings settings, IGameWindow gameWindow, IMessagePump messagePump, IGLUtils glUtils) { _glUtils = glUtils; _gameWindow = gameWindow; _messagePump = messagePump; Title = settings.Title; VirtualResolution = settings.VirtualResolution; Vsync = settings.Vsync; PreserveAspectRatio = settings.PreserveAspectRatio; WindowState = settings.WindowState; WindowBorder = settings.WindowBorder; }
public AGSGame(IGameState state, IGameEvents gameEvents, IMessagePump messagePump, IGraphicsBackend graphics, IGLUtils glUtils) { _messagePump = messagePump; _messagePump.SetSyncContext(); State = state; Events = gameEvents; _relativeSpeed = state.Speed; _renderEventArgs = new AGSEventArgs(); _graphics = graphics; _glUtils = glUtils; GLUtils = _glUtils; }
public AGSGame(IGameState state, IGameEvents gameEvents, IRenderMessagePump renderMessagePump, IUpdateMessagePump updateMessagePump, IGraphicsBackend graphics, IGLUtils glUtils) { _renderMessagePump = renderMessagePump; _renderMessagePump.SetSyncContext(); _updateMessagePump = updateMessagePump; State = state; Events = gameEvents; _relativeSpeed = state.Speed; _graphics = graphics; _glUtils = glUtils; GLUtils = _glUtils; }
#pragma warning restore CS0067 public GLLabelRenderer(Dictionary <string, ITexture> textures, IBoundingBoxBuilder boundingBoxBuilder, IGLColorBuilder colorBuilder, IGLTextureRenderer textureRenderer, BitmapPool bitmapPool, IGLViewportMatrixFactory viewportMatrix, AGSBoundingBoxes labelBoundingBoxes, AGSBoundingBoxes textBoundingBoxes, IGraphicsFactory graphicsFactory, IGLUtils glUtils, IGraphicsBackend graphics, IBitmapLoader bitmapLoader, IFontLoader fonts, IRuntimeSettings settings, IRenderMessagePump messagePump, IGameState state, IGameEvents events) { _bindings = new List <IComponentBinding>(); _afterCropTextBoundingBoxes = new AGSBoundingBoxes(); _state = state; _events = events; Width = 1f; Height = 1f; _matricesPool = new GLMatrices[3]; _messagePump = messagePump; OnLabelSizeChanged = new AGSEvent(); _glUtils = glUtils; _graphics = graphics; _fonts = fonts; _bitmapPool = bitmapPool; _viewport = viewportMatrix; _textureRenderer = textureRenderer; _labelBoundingBoxes = labelBoundingBoxes; _textBoundingBoxes = textBoundingBoxes; _boundingBoxBuilder = boundingBoxBuilder; _virtualResolution = settings.VirtualResolution; _settings = settings; _labelBoundingBoxFakeBuilder = new BoundingBoxesEmptyBuilder(); _bgRenderer = new GLImageRenderer(textures, colorBuilder, _textureRenderer, graphicsFactory, glUtils, bitmapLoader); _colorBuilder = colorBuilder; TextVisible = true; TextBackgroundVisible = true; subscribeTextConfigChanges(); PropertyChanged += (sender, e) => { if (e.PropertyName == nameof(TextBackgroundVisible)) { return; } onBoundingBoxShouldChange(); if (e.PropertyName == nameof(Config)) { subscribeTextConfigChanges(); } }; _shouldUpdateBoundingBoxes = true; }
public AGSRendererLoop (Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector (); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant (); }
private AGSSelectFileDialog(IGame game, IGLUtils glUtils, string title, FileSelection fileSelection, string startPath = null) { _glUtils = glUtils; _game = game; _title = title; _fileSelection = fileSelection; _startPath = startPath ?? Hooks.FileSystem.GetCurrentDirectory(); _buttonsTextConfig = new AGSTextConfig(alignment: Alignment.BottomCenter, autoFit: AutoFit.TextShouldFitLabel, font: Hooks.FontLoader.LoadFont(null, 10f)); _filesTextConfig = new AGSTextConfig(alignment: Alignment.BottomCenter, autoFit: AutoFit.TextShouldFitLabel, font: Hooks.FontLoader.LoadFont(null, 10f), brush: Hooks.BrushLoader.LoadSolidBrush(Colors.Black)); _tcs = new TaskCompletionSource<bool>(false); }
private AGSSelectFileDialog(IGame game, IGLUtils glUtils, string title, FileSelection fileSelection, string startPath = null) { _glUtils = glUtils; _game = game; _title = title; _fileSelection = fileSelection; _startPath = startPath ?? _device.FileSystem.GetCurrentDirectory() ?? ""; _buttonsTextConfig = new AGSTextConfig(alignment: Alignment.BottomCenter, autoFit: AutoFit.TextShouldFitLabel, font: game.Factory.Fonts.LoadFont(null, 10f)); _filesTextConfig = new AGSTextConfig(alignment: Alignment.BottomCenter, autoFit: AutoFit.TextShouldFitLabel, font: game.Factory.Fonts.LoadFont(null, 10f), brush: _device.BrushLoader.LoadSolidBrush(Colors.Black)); _tcs = new TaskCompletionSource <bool>(false); }
public AGSRendererLoop(Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector(); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant(); }
public RoomTransitionBoxOut(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easingBoxOut = null, Func <float, float> easingBoxIn = null, IGame game = null) { _glUtils = glUtils; _timeInSeconds = timeInSeconds / 2f; _easingBoxOut = easingBoxOut ?? Ease.Linear; _easingBoxIn = easingBoxIn ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors(game, glUtils); _screenWidth = game.Settings.VirtualResolution.Width; _screenHeight = game.Settings.VirtualResolution.Height; _screenHalfWidth = _screenWidth / 2f; _screenHalfHeight = _screenHeight / 2f; }
public RoomTransitionBoxOut(IGLUtils glUtils, float timeInSeconds = 1f, Func<float, float> easingBoxOut = null, Func<float, float> easingBoxIn = null, IGame game = null) { _glUtils = glUtils; _timeInSeconds = timeInSeconds / 2f; _easingBoxOut = easingBoxOut ?? Ease.Linear; _easingBoxIn = easingBoxIn ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors (game, glUtils); _screenWidth = game.Settings.VirtualResolution.Width; _screenHeight = game.Settings.VirtualResolution.Height; _screenHalfWidth = _screenWidth / 2f; _screenHalfHeight = _screenHeight / 2f; }
public GLGraphicsFactory(ITextureCache textures, Resolver resolver, IGLUtils glUtils, IGraphicsBackend graphics, IBitmapLoader bitmapLoader, IRenderThread renderThread, IResourceLoader resources, IIconFactory icons, IBrushLoader brushes, IRenderMessagePump messagePump) { Icons = icons; Brushes = brushes; _renderThread = renderThread; _textures = textures; _resolver = resolver; _resources = resources; _bitmapLoader = bitmapLoader; _spriteSheetLoader = new SpriteSheetLoader(_resources, _bitmapLoader, addAnimationFrame, loadImage, graphics, messagePump); AGSGameSettings.CurrentSkin = new AGSBlueSkin(this, glUtils).CreateSkin(); }
public GLImageRenderer(Dictionary <string, ITexture> textures, IGLColorBuilder colorBuilder, IGLTextureRenderer renderer, IGraphicsFactory graphicsFactory, IGLUtils glUtils, IBitmapLoader bitmapLoader) { _graphicsFactory = graphicsFactory; _createTextureFunc = createNewTexture; //Creating a delegate in advance to avoid memory allocations on critical path _textures = textures; _colorBuilder = colorBuilder; _renderer = renderer; _glUtils = glUtils; _bitmapLoader = bitmapLoader; _emptyTexture = new Lazy <ITexture>(() => initEmptyTexture()); _colorAdjusters = new IHasImage[2]; }
public RoomTransitionSlide(IGLUtils glUtils, bool slideIn = false, float? x = null, float y = 0f, float timeInSeconds = 1f, Func<float, float> easingX = null, Func<float, float> easingY = null, IGame game = null) { _glUtils = glUtils; game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds; _slideIn = slideIn; _easingX = easingX ?? Ease.QuadIn; _easingY = easingY ?? Ease.QuadIn; _targetX = x == null ? game.Settings.VirtualResolution.Width : x.Value; _targetY = y; _width = game.Settings.VirtualResolution.Width; _height = game.Settings.VirtualResolution.Height; _screenVectors = new QuadVectors (game, glUtils); }
public RoomTransitionSlide(IGLUtils glUtils, bool slideIn = false, float?x = null, float y = 0f, float timeInSeconds = 1f, Func <float, float> easingX = null, Func <float, float> easingY = null, IGame game = null) { _glUtils = glUtils; game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds; _slideIn = slideIn; _easingX = easingX ?? Ease.QuadIn; _easingY = easingY ?? Ease.QuadIn; _targetX = x == null ? game.Settings.VirtualResolution.Width : x.Value; _targetY = y; _width = game.Settings.VirtualResolution.Width; _height = game.Settings.VirtualResolution.Height; _screenVectors = new QuadVectors(game, glUtils); }
public GLImageRenderer (Dictionary<string, ITexture> textures, IGLMatrixBuilder hitTestMatrixBuilder, IGLMatrixBuilder renderMatrixBuilder, IGLBoundingBoxBuilder boundingBoxBuilder, IGLColorBuilder colorBuilder, IGLTextureRenderer renderer, IGLBoundingBoxes bgBoxes, IGLViewportMatrixFactory layerViewports, IGraphicsFactory graphicsFactory, IGLUtils glUtils) { _graphicsFactory = graphicsFactory; _textures = textures; _renderMatrixBuilder = renderMatrixBuilder; _hitTestMatrixBuilder = hitTestMatrixBuilder; _boundingBoxBuilder = boundingBoxBuilder; _colorBuilder = colorBuilder; _renderer = renderer; _layerViewports = layerViewports; BoundingBoxes = bgBoxes; _glUtils = glUtils; _emptyTexture = new Lazy<ITexture>(() => initEmptyTexture()); }
public AGSWalkComponent(IPathFinder pathFinder, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _incomingInstructions = new ConcurrentQueue <WalkInstruction>(); _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _pathFinder = pathFinder; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List <IObject>(); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public GLImageRenderer(Dictionary <string, ITexture> textures, IGLBoundingBoxBuilder boundingBoxBuilder, IGLColorBuilder colorBuilder, IGLTextureRenderer renderer, IGLBoundingBoxes bgBoxes, IGLViewportMatrixFactory layerViewports, IGraphicsFactory graphicsFactory, IGLUtils glUtils, IBitmapLoader bitmapLoader) { _graphicsFactory = graphicsFactory; _textures = textures; _boundingBoxBuilder = boundingBoxBuilder; _colorBuilder = colorBuilder; _renderer = renderer; _layerViewports = layerViewports; BoundingBoxes = bgBoxes; _glUtils = glUtils; _bitmapLoader = bitmapLoader; _emptyTexture = new Lazy <ITexture>(() => initEmptyTexture()); }
public AGSWalkComponent(IPathFinder pathFinder, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _pathFinder = pathFinder; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List <IObject> (); _walkCompleted = new TaskCompletionSource <object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSRendererLoop(Resolver resolver, IGame game, IAGSRoomTransitions roomTransitions, IGLUtils glUtils, IGameWindow gameWindow, IAGSRenderPipeline pipeline, IDisplayList displayList, IInput input, IMatrixUpdater matrixUpdater) { _pipeline = pipeline; _input = input; _displayList = displayList; _glUtils = glUtils; _gameWindow = gameWindow; _resolver = resolver; _game = game; _gameState = game.State; _noAspectRatioSettings = new AGSGameSettings(game.Settings.Title, game.Settings.VirtualResolution, preserveAspectRatio: false); _roomTransitions = roomTransitions; _matrixUpdater = matrixUpdater; _roomTransitions.Transition = new RoomTransitionInstant(); }
public AGSGraySkin(IGraphicsFactory factory, IGLUtils glUtils) { _skin = new AGSColoredSkin(factory) { ButtonIdleBackColor = Colors.DimGray, ButtonHoverBackColor = Colors.LightGray, ButtonPushedBackColor = Colors.LightYellow, ButtonBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), TextBoxBackColor = Colors.DimGray, TextBoxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), CheckboxCheckedColor = Colors.SlateGray, CheckboxNotCheckedColor = Colors.DimGray, CheckboxHoverCheckedColor = Colors.LightGray, CheckboxHoverNotCheckedColor = Colors.LightGray, CheckboxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), DialogBoxColor = Colors.DarkGray, DialogBoxBorder = AGSBorders.SolidColor(glUtils, Colors.Black, 2f) }; }
public AGSGraySkin(IGraphicsFactory factory, IGLUtils glUtils) { _skin = new AGSColoredSkin(factory) { ButtonIdleBackColor = Colors.DimGray, ButtonHoverBackColor = Colors.LightGray, ButtonPushedBackColor = Colors.LightYellow, ButtonBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), TextBoxBackColor = Colors.DimGray, TextBoxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), CheckboxCheckedColor = Colors.SlateGray, CheckboxNotCheckedColor = Colors.DimGray, CheckboxHoverCheckedColor = Colors.LightGray, CheckboxHoverNotCheckedColor = Colors.LightGray, CheckboxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.Black, 1f), DialogBoxColor = Colors.DarkGray, DialogBoxBorder = AGSBorders.SolidColor(glUtils, Colors.Black, 2f) }; }
public AGSBlueSkin(IGraphicsFactory factory, IGLUtils glUtils) { _skin = new AGSColoredSkin(factory) { ButtonIdleBackColor = Colors.CornflowerBlue, ButtonHoverBackColor = Colors.Blue, ButtonPushedBackColor = Colors.DarkSlateBlue, ButtonBorderStyle = AGSBorders.SolidColor(glUtils, Colors.DarkBlue, 1f), TextBoxBackColor = Colors.CornflowerBlue, TextBoxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.DarkBlue, 1f), CheckboxCheckedColor = Colors.DarkSlateBlue, CheckboxNotCheckedColor = Colors.CornflowerBlue, CheckboxHoverCheckedColor = Colors.Blue, CheckboxHoverNotCheckedColor = Colors.Blue, CheckboxBorderStyle = AGSBorders.SolidColor(glUtils, Colors.DarkBlue, 1f), DialogBoxColor = Colors.DarkSlateBlue, DialogBoxBorder = AGSBorders.SolidColor(glUtils, Colors.DarkBlue, 2f) }; }
public AGSWalkBehavior(IObject obj, IPathFinder pathFinder, IFaceDirectionBehavior faceDirection, IHasOutfit outfit, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _obj = obj; _pathFinder = pathFinder; _faceDirection = faceDirection; _outfit = outfit; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List<IObject> (); _walkCompleted = new TaskCompletionSource<object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSSlicedImageBorder(IGLUtils glUtils) { _glUtils = glUtils; _white = Colors.White.ToGLColor(); }
public FolderIcon(IGLUtils glUtils) { _glUtils = glUtils; }
public ArrowIcon(IGLUtils glUtils) { _glUtils = glUtils; ArrowColor = Colors.White.ToGLColor(); }
public GLTextureRenderer(IGLUtils glUtils) { _glUtils = glUtils; }
public FileIcon(IGLUtils glUtils) { _glUtils = glUtils; }
public static AGSColoredBorder Gradient(IGLUtils glUtils, FourCorners<Color> color, float lineWidth = 10f, bool hasRoundCorners = false) { return new AGSColoredBorder (glUtils, lineWidth, color, new FourCorners<bool> (hasRoundCorners)); }
public static AGSColoredBorder SolidColor(IGLUtils glUtils, Color? color = null, float lineWidth = 10f, bool hasRoundCorners = false) { return new AGSColoredBorder(glUtils, lineWidth, new FourCorners<Color>(color == null ? Colors.Black : color.Value), new FourCorners<bool>(hasRoundCorners)); }