public LoadingScreen(SizeF size, SizeF maxSize) { loadWindow = new ImageWindow("Window/LoadWindow"); loadWindow.Position = new PointF(0, 0); loadWindow.MaximumSize = maxSize; loadWindow.Colors = new ColorRect(ColorEx.Black); loadWindow.Size = size; Texture texture = TextureManager.Instance.Load("loadscreen.dds"); TextureAtlas atlas = new TextureAtlas("_glue", texture); atlas.DefineImage("LoadImage1", new PointF(0, 0), new SizeF(1024, 768)); loadWindow.VerticalFormat = VerticalImageFormat.Stretched; loadWindow.HorizontalFormat = HorizontalImageFormat.Stretched; loadWindow.SetImage(atlas.GetTextureInfo("LoadImage1")); loadWindow.Visible = true; }
/// <summary> /// Set the cursor. Lower priority cursors have precedent. /// Setting the texture to null will clear that priority level /// of cursor, allowing lower priority curors (higher value) to /// be active. /// </summary> /// <param name="priority"></param> /// <param name="texture"></param> public static void SetCursor(int priority, string texture) { TextureAtlas imageset = null; TextureInfo image = null; ImageWindow cursor = null; if (texture != null) { UiSystem.GetImage(texture, out imageset, out image); cursor = new ImageWindow("_cursor_" + priority); cursor.SetImage(image); // Make sure we have the size of the mouse cursor set. cursor.Size = new SizeF(32, 32); } while (cursors.Count <= priority) cursors.Add(null); cursors[priority] = cursor; RestoreCursor(); }