private void DrawText(string text, int offset, int count, Vector3 drawPos, Rect clipRect, TextStyle style) { if (log.IsDebugEnabled) { log.DebugFormat("Drawing '{0}' at [{1},{2}] clipped by {3}", text.Substring(offset, count), drawPos.x, drawPos.y, clipRect); } float textZ = drawPos.z - (int)SubLevel.Normal * GuiZSubLevelStep; float shadowZ = drawPos.z - (int)SubLevel.Shadow * GuiZSubLevelStep; float bgZ = drawPos.z - (int)SubLevel.Background * GuiZSubLevelStep; SimpleFont textFont = this.Font; float x = textFont.GetTextExtent(text, offset, count); float y = textFont.LineSpacing; if (clipRect != null) { if (drawPos.x > clipRect.Right || drawPos.x + x < clipRect.Left || drawPos.y > clipRect.Bottom || drawPos.y + y < clipRect.Top) { // this line is entirely out of bounds - technically, the drop shadow // could extend outside this area (as could the font), but I think // that if we wouldn't have drawn the background for the text, we don't // need to draw the text. log.DebugFormat("text with dimensions ({4},{5}) fully clipped by rect [{0},{1} - {2},{3}]", clipRect.Left, clipRect.Top, clipRect.Right, clipRect.Bottom, x, y); return; } } // Draw these on integer boundaries drawPos.x = (int)drawPos.x; drawPos.y = (int)drawPos.y; drawPos.z = textZ; ColorRect colorRect; if (style.bgEnabled) { colorRect = new ColorRect(style.bgColor); colorRect.SetAlpha(this.EffectiveAlpha); Rect bgRect = new Rect(drawPos.x, drawPos.x + x, drawPos.y, drawPos.y + y); bgImage.Draw(bgRect, bgZ, clipRect, colorRect); } colorRect = new ColorRect(style.textColor); colorRect.SetAlpha(this.EffectiveAlpha); textFont.DrawTextLine(text, offset, count, drawPos, clipRect, colorRect); if (style.shadowEnabled) { drawPos.x += shadowOffset.X; drawPos.y += shadowOffset.Y; drawPos.z = shadowZ; colorRect = new ColorRect(style.shadowColor); colorRect.SetAlpha(this.EffectiveAlpha); textFont.DrawTextLine(text, offset, count, drawPos, clipRect, colorRect); } }
/// <summary> /// Perform the actual rendering for this Window. /// </summary> protected override void DrawImpl(Rect drawArea, Rect clipArea, float z) { if (image == null) { return; } // render the image Rect clippedArea = null; if (clipArea != null) { clippedArea = clipArea.GetIntersection(PixelRect); } // update our alpha values imageColors.SetAlpha(this.EffectiveAlpha); image.Draw(drawArea, z, clippedArea, imageColors); }
private void DrawText(string text, int offset, int count, Vector3 drawPos, Rect clipRect, TextStyle style) { if (log.IsDebugEnabled) log.DebugFormat("Drawing '{0}' at [{1},{2}] clipped by {3}", text.Substring(offset, count), drawPos.x, drawPos.y, clipRect); float textZ = drawPos.z - (int)SubLevel.Normal * GuiZSubLevelStep; float shadowZ = drawPos.z - (int)SubLevel.Shadow * GuiZSubLevelStep; float bgZ = drawPos.z - (int)SubLevel.Background * GuiZSubLevelStep; SimpleFont textFont = this.Font; float x = textFont.GetTextExtent(text, offset, count); float y = textFont.LineSpacing; if (clipRect != null) { if (drawPos.x > clipRect.Right || drawPos.x + x < clipRect.Left || drawPos.y > clipRect.Bottom || drawPos.y + y < clipRect.Top) { // this line is entirely out of bounds - technically, the drop shadow // could extend outside this area (as could the font), but I think // that if we wouldn't have drawn the background for the text, we don't // need to draw the text. log.DebugFormat("text with dimensions ({4},{5}) fully clipped by rect [{0},{1} - {2},{3}]", clipRect.Left, clipRect.Top, clipRect.Right, clipRect.Bottom, x, y); return; } } // Draw these on integer boundaries drawPos.x = (int)drawPos.x; drawPos.y = (int)drawPos.y; drawPos.z = textZ; ColorRect colorRect; if (style.bgEnabled) { colorRect = new ColorRect(style.bgColor); colorRect.SetAlpha(this.EffectiveAlpha); Rect bgRect = new Rect(drawPos.x, drawPos.x + x, drawPos.y, drawPos.y + y); bgImage.Draw(bgRect, bgZ, clipRect, colorRect); } colorRect = new ColorRect(style.textColor); colorRect.SetAlpha(this.EffectiveAlpha); textFont.DrawTextLine(text, offset, count, drawPos, clipRect, colorRect); if (style.shadowEnabled) { drawPos.x += shadowOffset.X; drawPos.y += shadowOffset.Y; drawPos.z = shadowZ; colorRect = new ColorRect(style.shadowColor); colorRect.SetAlpha(this.EffectiveAlpha); textFont.DrawTextLine(text, offset, count, drawPos, clipRect, colorRect); } }