예제 #1
0
 public DrawCallColor(Color color, Texture fontTexture, Rectangle targetRect, Rectangle fontSolidRect)
 {
     FontTexture   = fontTexture;
     FontSolidRect = fontSolidRect;
     TargetRect    = targetRect;
     BoxColor      = color;
 }
예제 #2
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 /// <summary>
 ///
 /// </summary>
 /// <param name="cell">The glyph to be drawn.</param>
 /// <param name="targetRect">Where on the <see cref="Host.Global.SharedSpriteBatch"/> the glyph should be drawn.</param>
 /// <param name="font">The font to use when drawing the glyph.</param>
 /// <param name="drawBackground">When <see langword="true"/>, draws the <see cref="ColoredGlyph.Background"/> color for the glyph; otherwise <see langword="false"/>.</param>
 public DrawCallCell(SadConsole.ColoredGlyph cell, Rectangle targetRect, IFont font, bool drawBackground)
 {
     Font           = font;
     TargetRect     = targetRect;
     Cell           = cell;
     DrawBackground = drawBackground;
 }
예제 #3
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        /// <summary>
        /// Keeps the text view data in sync with this surface.
        /// </summary>
        protected virtual void ResetArea()
        {
            if (data == null)
            {
                return;
            }

            if (viewArea.Left + viewArea.Width > data.Width || viewArea.Top + viewArea.Height > data.Height)
            {
                throw new ArgumentOutOfRangeException("RenderArea", "Area is out of range of the surface");
            }

            renderArea  = new Rectangle(0, 0, viewArea.Width, viewArea.Height);
            renderRects = new Rectangle[viewArea.Width * viewArea.Height];
            cells       = new Cell[viewArea.Width * viewArea.Height];

            int index = 0;

            for (int y = 0; y < viewArea.Height; y++)
            {
                for (int x = 0; x < viewArea.Width; x++)
                {
                    renderRects[index] = font.GetRenderRect(x, y);
                    RenderCells[index] = data[(y + viewArea.Top) * data.Width + (x + viewArea.Left)];
                    index++;
                }
            }

            cells        = RenderCells;
            AbsoluteArea = new Rectangle(0, 0, viewArea.Width * font.Size.X, viewArea.Height * font.Size.Y);
        }
예제 #4
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        /// <summary>
        /// Creates a new surface view from an existing surface.
        /// </summary>
        /// <param name="surface">The source cell data.</param>
        /// <param name="area">The area of the text surface.</param>
        public TextSurfaceView(ITextSurfaceRendered surface, Rectangle area) : base(area.Width, area.Height, surface.Font)
        {
            data = surface;
            DefaultBackground = surface.DefaultBackground;
            DefaultForeground = surface.DefaultForeground;
            base.font         = surface.Font;
            base.width        = surface.Width;
            base.height       = surface.Height;

            this.originalArea = area;
            this.cells        = data.Cells;

            base.width  = area.Width;
            base.height = area.Height;

            RenderRects = new Rectangle[area.Width * area.Height];
            RenderCells = new Cell[area.Width * area.Height];

            int index = 0;

            for (int y = 0; y < area.Height; y++)
            {
                for (int x = 0; x < area.Width; x++)
                {
                    RenderRects[index] = Font.GetRenderRect(x, y);
                    RenderCells[index] = base.cells[(y + area.Top) * surface.Width + (x + area.Left)];
                    index++;
                }
            }

            cells = RenderCells;

            AbsoluteArea = new Rectangle(0, 0, area.Width * Font.Size.X, area.Height * Font.Size.Y);
        }
예제 #5
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        /// <summary>
        /// Builds the <see cref="GlyphIndexRects"/> array based on the current font settings.
        /// </summary>
        public void ConfigureRects()
        {
            GlyphIndexRects = new Rectangle[Rows * Columns];

            for (int i = 0; i < GlyphIndexRects.Length; i++)
            {
                var cx = i % Columns;
                var cy = i / Columns;

                if (GlyphPadding != 0)
                {
                    GlyphIndexRects[i] = new Rectangle((cx * GlyphWidth) + ((cx + 1) * GlyphPadding),
                                                       (cy * GlyphHeight) + ((cy + 1) * GlyphPadding), GlyphWidth, GlyphHeight);
                }
                else
                {
                    GlyphIndexRects[i] = new Rectangle(cx * GlyphWidth, cy * GlyphHeight, GlyphWidth, GlyphHeight);
                }

#if SFML
                // rects are used differently with SFML
                GlyphIndexRects[i].Width  = GlyphIndexRects[i].Left + GlyphIndexRects[i].Width;
                GlyphIndexRects[i].Height = GlyphIndexRects[i].Top + GlyphIndexRects[i].Height;
#endif
            }
        }
예제 #6
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        /// <summary>
        /// Creates a new surface view from an existing surface.
        /// </summary>
        /// <param name="surface">The source cell data.</param>
        /// <param name="area">The area of the text surface.</param>
        public TextSurfaceView(ITextSurfaceRendered surface, Rectangle area)
        {
            data = surface;
            DefaultBackground = surface.DefaultBackground;
            DefaultForeground = surface.DefaultForeground;
            font = surface.Font;

            ViewArea = area;
        }
예제 #7
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 /// <summary>
 /// Creates a serialized object from an existing <see cref="TextSurfaceView"/>.
 /// </summary>
 /// <param name="surface">The surface to serialize.</param>
 public Serialized(TextSurfaceView surfaceView)
 {
     Area              = surfaceView.originalArea;
     FontName          = surfaceView.font.Name;
     FontMultiple      = surfaceView.font.SizeMultiple;
     DefaultBackground = surfaceView.DefaultBackground;
     DefaultForeground = surfaceView.DefaultForeground;
     Tint              = surfaceView.Tint;
 }
예제 #8
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        public virtual void Render(SpriteBatch batch, Font font, Rectangle renderArea)
        {
#if SFML
            batch.DrawCell(CursorRenderCell, renderArea, font.SolidGlyphRectangle, Color.Transparent, font);
#elif MONOGAME
            batch.Draw(font.FontImage, renderArea, font.GlyphIndexRects[font.SolidGlyphIndex], CursorRenderCell.ActualBackground, 0f, Vector2.Zero, SpriteEffects.None, 0.6f);
            batch.Draw(font.FontImage, renderArea, font.GlyphIndexRects[CursorRenderCell.ActualGlyphIndex], CursorRenderCell.ActualForeground, 0f, Vector2.Zero, SpriteEffects.None, 0.7f);
#endif
        }
예제 #9
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        public Rectangle GetRenderRect(int x, int y)
        {
            Rectangle rect = new Rectangle(x * Size.X, y * Size.Y, Size.X, Size.Y);

#if SFML
            // SFML handles rects for rendering differnetly
            rect.Width  = rect.Left + rect.Width;
            rect.Height = rect.Top + rect.Height;
#endif
            return(rect);
        }
예제 #10
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        /// <summary>
        /// Resets all of the rects of the animation based on <see cref="UsePixelPositioning"/> and if <see cref="RepositionRects"/> is true.
        /// </summary>
        /// <param name="position">The position of the game object.</param>
        /// <param name="force">When true, always repositions rects.</param>
        protected void UpdateRects(Point position, bool force = false)
        {
            if (repositionRects || force)
            {
                var   width  = Animation.Width;
                var   height = Animation.Height;
                var   font   = Animation.Font;
                Point offset;

                var rects = new Rectangle[width * height];

                if (repositionRects && usePixelPositioning)
                {
                    offset = position + renderOffset - new Point(animation.Center.X * font.Size.X, animation.Center.Y * font.Size.Y);
                }
                else if (repositionRects)
                {
                    offset = position + renderOffset - animation.Center;
                    offset = new Point(offset.X * font.Size.X, offset.Y * font.Size.Y);
                }
                else
                {
                    offset = new Point();
                }

#if SFML
                AbsoluteArea = new Rectangle(offset.X, offset.Y, (width * font.Size.X) + offset.X, (height * font.Size.Y) + offset.Y);
#elif MONOGAME
                AbsoluteArea = new Rectangle(offset.X, offset.Y, width * font.Size.X, height * font.Size.Y);
#endif

                int index = 0;

                for (int y = 0; y < height; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
#if SFML
                        rects[index] = new Rectangle(x * font.Size.X + offset.X, y * font.Size.Y + offset.Y, font.Size.X + (x * font.Size.X + offset.X), font.Size.Y + (y * font.Size.Y + offset.Y));
#elif MONOGAME
                        rects[index] = new Rectangle(x * font.Size.X + offset.X, y * font.Size.Y + offset.Y, font.Size.X, font.Size.Y);
#endif
                        index++;
                    }
                }

                RenderRects = rects;
            }
        }
예제 #11
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        /// <summary>
        /// Draws a single cell using the specified SpriteBatch.
        /// </summary>
        /// <param name="batch">Rendering batch.</param>
        /// <param name="drawingRectangle">Where on the sreen to draw the cell, in pixels.</param>
        /// <param name="font">Font used to draw the cell.</param>
        public void Render(SpriteBatch batch, Rectangle drawingRectangle, Font font)
        {
#if SFML
            batch.DrawCell(this, drawingRectangle, font.SolidGlyphRectangle, Color.Transparent, font);
#elif MONOGAME
            if (ActualBackground != Color.Transparent)
            {
                batch.Draw(font.FontImage, drawingRectangle, font.GlyphIndexRects[font.SolidGlyphIndex], ActualBackground, 0f, Vector2.Zero, SpriteEffects.None, 0.3f);
            }

            if (ActualForeground != Color.Transparent)
            {
                batch.Draw(font.FontImage, drawingRectangle, font.GlyphIndexRects[ActualGlyphIndex], ActualForeground, 0f, Vector2.Zero, ActualSpriteEffect, 0.4f);
            }
#endif
        }
예제 #12
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        public virtual void Draw(ITextSurface surface, Rectangle area)
        {
            string value = Item.ToString();

            if (value.Length < area.Width)
            {
                value += new string(' ', area.Width - value.Length);
            }
            else if (value.Length > area.Width)
            {
                value = value.Substring(0, area.Width);
            }
            var editor = new SurfaceEditor(surface);

            editor.Print(area.Left, area.Top, value, _currentAppearance);
            _isDirty = false;
        }
예제 #13
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        /// <summary>
        /// Fills the specified area.
        /// </summary>
        /// <param name="area">The area to fill.</param>
        /// <param name="foreground">Foregorund of every cell. If null, skips.</param>
        /// <param name="background">Foregorund of every cell. If null, skips.</param>
        /// <param name="glyph">Glyph of every cell. If null, skips.</param>
        /// <param name="spriteEffect">Sprite effect of every cell. If null, skips.</param>
        public Cell[] Fill(Rectangle area, Color?foreground, Color?background, int?glyph, SpriteEffects?spriteEffect = null)
        {
            // Check for valid rect
            Rectangle consoleArea = new Rectangle(0, 0, textSurface.Width, textSurface.Height);

            if (consoleArea.Contains(area))
            {
                var cells     = new Cell[consoleArea.Width * consoleArea.Height];
                int cellIndex = 0;

                for (int x = area.Left; x < area.Left + area.Width; x++)
                {
                    for (int y = area.Top; y < area.Top + area.Height; y++)
                    {
                        Cell cell = textSurface[y * textSurface.Width + x];

                        if (glyph.HasValue)
                        {
                            cell.GlyphIndex = glyph.Value;
                        }
                        if (background.HasValue)
                        {
                            cell.Background = background.Value;
                        }
                        if (foreground.HasValue)
                        {
                            cell.Foreground = foreground.Value;
                        }
                        if (spriteEffect.HasValue)
                        {
                            cell.SpriteEffect = spriteEffect.Value;
                        }

                        cells[cellIndex] = cell;
                        cellIndex++;
                    }
                }

                return(cells);
            }

            return(new Cell[] { });
        }
예제 #14
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        /// <summary>
        /// Keeps the text view data in sync with this surface.
        /// </summary>
        protected virtual void ResetArea()
        {
            RenderRects = new Rectangle[area.Width * area.Height];
            RenderCells = new Cell[area.Width * area.Height];

            int index = 0;

            for (int y = 0; y < area.Height; y++)
            {
                for (int x = 0; x < area.Width; x++)
                {
                    RenderRects[index] = font.GetRenderRect(x, y);
                    RenderCells[index] = cells[(y + area.Top) * width + (x + area.Left)];
                    index++;
                }
            }

            // TODO: Optimization by calculating AbsArea and seeing if it's diff from current, if so, don't create new RenderRects
            AbsoluteArea = new Rectangle(0, 0, area.Width * font.Size.X, area.Height * font.Size.Y);
        }
예제 #15
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        public override void Draw(ITextSurface surface, Rectangle area)
        {
            if (Item is Color || Item is Tuple <Color, Color, string> )
            {
                var    editor = new SurfaceEditor(surface);
                string value  = new string(' ', area.Width - 2);

                CellAppearance cellLook = _currentAppearance.Clone();

                if (Item is Color)
                {
                    cellLook.Background = (Color)Item;
                    editor.Print(area.Left + 1, area.Top, value, cellLook);
                }
                else
                {
                    cellLook.Foreground = ((Tuple <Color, Color, string>)Item).Item2;
                    cellLook.Background = ((Tuple <Color, Color, string>)Item).Item1;
                    value = ((Tuple <Color, Color, string>)Item).Item3.Align(HorizontalAlignment.Left, area.Width - 2);
                    editor.Print(area.Left + 1, area.Top, value, cellLook);
                }

                editor.Print(area.Left, area.Top, " ", _currentAppearance);
                editor.Print(area.Left + area.Width - 1, area.Top, " ", _currentAppearance);

                if (IsSelected)
                {
                    editor.SetGlyph(area.Left, area.Top, 16);
                    editor.SetGlyph(area.Left + area.Width - 1, area.Top, 17);
                }

                IsDirty = false;
            }
            else
            {
                base.Draw(surface, area);
            }
        }
예제 #16
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 static extern void sfSprite_SetSubRect(IntPtr This, IntRect Rect);
예제 #17
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 /// <summary>
 /// Creates a new text surface with the specified width, height, and initial set of cell data.
 /// </summary>
 /// <param name="width">The width of the surface.</param>
 /// <param name="height">THe height of the surface.</param>
 /// <param name="font">The font used with rendering.</param>
 /// <param name="initialCells"></param>
 public TextSurface(int width, int height, Cell[] initialCells, Font font) : base(width, height, initialCells)
 {
     area = new Rectangle(0, 0, width, height);
     Font = font;
 }
예제 #18
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 /// <summary>
 /// Creates a new text surface with the specified width and height.
 /// </summary>
 /// <param name="width">The width of the surface.</param>
 /// <param name="height">THe height of the surface.</param>
 /// <param name="font">The font used with rendering.</param>
 public TextSurface(int width, int height, Font font) : base(width, height)
 {
     area = new Rectangle(0, 0, width, height);
     Font = font;
 }
예제 #19
0
파일: Image.cs 프로젝트: tsurupettan/SFML
 ////////////////////////////////////////////////////////////
 /// <summary>
 /// Copy pixels from another image onto this one.
 /// This function does a slow pixel copy and should only
 /// be used at initialization time
 /// </summary>
 /// <param name="source">Source image to copy</param>
 /// <param name="destX">X coordinate of the destination position</param>
 /// <param name="destY">Y coordinate of the destination position</param>
 /// <param name="sourceRect">Sub-rectangle of the source image to copy</param>
 ////////////////////////////////////////////////////////////
 public void Copy(Image source, uint destX, uint destY, IntRect sourceRect)
 {
     sfImage_CopyImage(This, source.This, destX, destY, sourceRect);
 }
예제 #20
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        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>
        /// Loads a texture
        /// </summary>
        ///
        /// <param name="filename">Filename of the image to load</param>
        /// <param name="sprite">The sprite object to store the loaded image</param>
        /// <param name="rect">Load only this part of the image.</param>
        ///
        /// The second time you call this function with the same filename, the previously loaded image will be reused.
        ///
        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        public void GetTexture(string filename, Impl.Sprite sprite, SFML.Graphics.IntRect rect = new SFML.Graphics.IntRect())
        {
            // Look if we already had this image
            ImageMapData data;

            if (m_ImageMap.TryGetValue(filename, out data))
            {
                // Loop all our textures to find the one containing the image
                foreach (Impl.Texture tex in data.data)
                {
                    // Only reuse the texture when the exact same part of the image is used
                    if ((tex.rect.Left == rect.Left) && (tex.rect.Top == rect.Top) &&
                        (tex.rect.Width == rect.Width) && (tex.rect.Height == rect.Height))
                    {
                        // The texture is now used at multiple places
                        ++(tex.users);

                        // We already have the texture, so pass the data
                        sprite.texture = tex;

                        // Set the texture in the sprite
                        sprite.sprite.Texture = tex.texture;
                        return;
                    }
                }
            }
            else // The image doesn't exist yet
            {
                data      = new ImageMapData();
                data.data = new List <Impl.Texture> ();

                m_ImageMap.Add(filename, data);
            }

            // Add new data to the list
            Impl.Texture texture = new Impl.Texture();
            sprite.texture       = texture;
            sprite.texture.image = data.image;
            sprite.texture.rect  = rect;
            data.data.Add(texture);

            // Load the image
            if (Global.ResourceManager == null)
            {
                sprite.texture.image = new SFML.Graphics.Image(filename);
            }
            else
            {
                if (Global.ResourceManager.GetObject(filename) is byte[])
                {
                    byte[]       raw = Global.ResourceManager.GetObject(filename) as byte[];
                    MemoryStream mem = new MemoryStream(raw);
                    sprite.texture.image = new SFML.Graphics.Image(mem);
                }
                else if (Global.ResourceManager.GetObject(filename) is System.Drawing.Image)
                {
                    System.Drawing.Image raw = Global.ResourceManager.GetObject(filename) as System.Drawing.Image;
                    MemoryStream         mem = new MemoryStream();

                    // Copy the image to the Stream
                    raw.Save(mem, raw.RawFormat);

                    // Copy stream into new memory stream - prevents an AccessViolationException
                    mem = new MemoryStream(mem.ToArray());

                    sprite.texture.image = new SFML.Graphics.Image(mem);
                }
            }

            // Create a texture from the image
            if ((rect.Left == 0) && (rect.Top == 0) && (rect.Width == 0) && (rect.Height == 0))
            {
                sprite.texture.texture = new SFML.Graphics.Texture(sprite.texture.image);
            }
            else
            {
                sprite.texture.texture = new SFML.Graphics.Texture(sprite.texture.image, rect);
            }

            // Set the texture in the sprite
            sprite.sprite.Texture = sprite.texture.texture;

            // Set the other members of the data
            sprite.texture.filename = filename;
            sprite.texture.users    = 1;
        }
예제 #21
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 static extern IntPtr sfTexture_createFromImage(IntPtr image, ref IntRect area);
예제 #22
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 static extern void sfShape_setTextureRect(IntPtr CPointer, IntRect Rect);
예제 #23
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 public static bool Matches(this IntRect self, SadRogueRectangle other)
 => self.Left == other.X && self.Top == other.Y && self.Width == other.Width && self.Height == other.Height;
예제 #24
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 public static SadRogueRectangle ToRectangle(this IntRect self)
 => new SadRogueRectangle(self.Left, self.Top, self.Width - self.Left, self.Height - self.Top);
예제 #25
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 static extern IntPtr sfTexture_createFromMemory(IntPtr data, ulong size, ref IntRect area);
예제 #26
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파일: Image.cs 프로젝트: tsurupettan/SFML
 static extern void sfImage_CopyImage(IntPtr This, IntPtr Source, uint DestX, uint DestY, IntRect SourceRect);
예제 #27
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파일: Image.cs 프로젝트: tsurupettan/SFML
 static extern bool sfImage_CopyScreen(IntPtr This, IntPtr Window, IntRect SourceRect);
예제 #28
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파일: Image.cs 프로젝트: tsurupettan/SFML
 ////////////////////////////////////////////////////////////
 /// <summary>
 /// Create the image from the current contents of the
 /// given window
 /// </summary>
 /// <param name="window">Window to capture</param>
 /// <param name="sourceRect">Sub-rectangle of the screen to copy</param>
 /// <returns>True if copy has been successful</returns>
 ////////////////////////////////////////////////////////////
 public bool CopyScreen(RenderWindow window, IntRect sourceRect)
 {
     return(sfImage_CopyScreen(This, window.This, sourceRect));
 }
예제 #29
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파일: Image.cs 프로젝트: tsurupettan/SFML
 unsafe static extern void sfImage_UpdatePixels(IntPtr This, Color *Pixels, IntRect Rectangle);
예제 #30
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 static extern FloatRect sfTexture_getTexCoords(IntPtr texture, IntRect rectangle);