public EntityContextMenu(GlobalUIState state, Guid entityGuid) { _state = state; //_state.OpenWindows.Add(this); //IsActive = true; _entityState = state.MapRendering.IconEntityStates[entityGuid]; }
public TranslateMoveOrderWidget(GlobalUIState state, Entity orderingEntity) { _state = state; _currentDateTime = _state.CurrentSystemDateTime; _movingEntity = orderingEntity; Setup(); }
public NameIcon(ref EntityState entityState, GlobalUIState state) : base(entityState.Entity.GetDataBlob <PositionDB>()) { _state = state; _entityGuid = entityState.Entity.Guid; _nameDB = entityState.Entity.GetDataBlob <NameDB>(); NameString = _nameDB.GetName(state.Faction); entityState.Name = NameString; entityState.NameIcon = this; }
internal SystemMapRendering(Sdl2Window window, GlobalUIState state) { _state = state; _camera = _state.Camera; _window = window; windowPtr = window.Handle; surfacePtr = SDL.SDL_GetWindowSurface(windowPtr); rendererPtr = SDL.SDL_GetRenderer(windowPtr); //UIWidgets.Add(new CursorCrosshair(new Vector4())); //used for debugging the cursor world position. foreach (var item in TestDrawIconData.GetTestIcons()) { _testIcons.Add(Guid.NewGuid(), item); } }
static void Main(string[] args) { // Create window, GraphicsDevice, and all resources necessary for the demo. //VeldridStartup.CreateWindowAndGraphicsDevice( VeldridStartup.CreateWindowAndGraphicsDevice( new WindowCreateInfo(50, 50, 1280, 720, WindowState.Normal, "ImGui.NET Sample Program"), new GraphicsDeviceOptions(true, null, true), GraphicsBackend.OpenGL, out _window, out _gd); _window.Resized += () => { _gd.MainSwapchain.Resize((uint)_window.Width, (uint)_window.Height); _controller.WindowResized(_window.Width, _window.Height); }; _cl = _gd.ResourceFactory.CreateCommandList(); _controller = new ImGuiController(_gd, _gd.MainSwapchain.Framebuffer.OutputDescription, _window.Width, _window.Height); //_memoryEditor = new MemoryEditor(); //Random random = new Random(); //_memoryEditorData = Enumerable.Range(0, 1024).Select(i => (byte)random.Next(255)).ToArray(); _state = new GlobalUIState(_window); // Main application loop while (_window.Exists) { InputSnapshot snapshot = _window.PumpEvents(); if (!_window.Exists) { break; } _controller.Update(1f / 60f, snapshot); // Feed the input events to our ImGui controller, which passes them through to ImGui. SubmitUI(); _cl.Begin(); _cl.SetFramebuffer(_gd.MainSwapchain.Framebuffer); _cl.ClearColorTarget(0, new RgbaFloat(_clearColor.X, _clearColor.Y, _clearColor.Z, 1f)); _controller.Render(_gd, _cl); _cl.End(); _gd.SubmitCommands(_cl); _gd.SwapBuffers(_gd.MainSwapchain); } // Clean up Veldrid resources _gd.WaitForIdle(); _controller.Dispose(); _cl.Dispose(); _gd.Dispose(); }