Exemplo n.º 1
0
        public void ProgressBarDlg()
        {
            gui.InitDialog(false, false);

            int W  = D3DDevice.Instance.Width;
            int H  = D3DDevice.Instance.Height;
            int x0 = -20;
            int y0 = 100;
            int dy = 350;
            int dx = W + 50;

            GUIItem frame = gui.InsertFrame("Cargando mision", x0, y0, dx, dy, Color.FromArgb(240, 240, 240), frameBorder.sin_borde);

            frame.c_font = Color.FromArgb(0, 0, 0);
            progress_bar = gui.InsertProgressBar(ID_PROGRESS1, 50, y0 + 150, W - 100, 60);

            Device d3dDevice     = D3DDevice.Instance.Device;
            int    cant_textures = 5;

            progress_bar.SetRange(0, cant_textures, "Descargando archivos..");
            progress_bar.SetPos(1);
            for (int i = 0; i < cant_textures; ++i)
            {
                progress_bar.SetPos(i);
                progress_bar.text = "Descargando archivo: " + MediaDir + "Texturas\\f1\\f1piso2.png";

                Texture textura_piso = Texture.FromBitmap(d3dDevice, (Bitmap)Bitmap.FromFile(MediaDir + "Texturas\\f1\\f1piso2.png"), Usage.None, Pool.Managed);
                textura_piso.Dispose();
                MessageLoop();
            }

            gui.EndDialog();            // progress bar dialog
        }
Exemplo n.º 2
0
        /// <summary>
        /// Dialog que muestra todas las categorias de texturas disponibles que hay.
        /// Al hacer clic te abre un segundo Dialog con las texturas dentro de esa categoria.
        /// </summary>
        public void TextureGroupDlg(DXGui gui)
        {
            // Inicio un dialogo modalless
            gui.InitDialog(false, false);

            int W = GuiController.Instance.Panel3d.Width;
            int H = GuiController.Instance.Panel3d.Height;

            int x0 = 20;
            int y0 = 50;
            int dy = 500;
            int dx = W - 40;
            int r  = 250;

            gui.InsertFrame("Seleccione la categoría", x0, y0, dx, dy, Color.FromArgb(192, 192, 192), frameBorder.redondeado);

            //int sdx = 400;
            //int sdy = 120;
            //gui.InsertKinectScrollButton(0, "scroll_left.png", x0 + 40, y0 + dy - sdy - 50, sdx, sdy);
            //gui.InsertKinectScrollButton(1, "scroll_right.png", x0 + 40 + sdx + 20, y0 + dy - sdy - 50, sdx, sdy);
            gui_item cancel_btn = gui.InsertKinectCircleButton(1, "Cancel", "cancel.png", W - gui.KINECT_BUTTON_SIZE_X - 40,
                                                               y0 + 20, gui.KINECT_BUTTON_SIZE_X);

            cancel_btn.scrolleable = false;      // fijo el boton de cancelar

            //Crear un boton por cada grupo de textura
            for (int i = 0; i < grupos.Count; i++)
            {
                Group g = grupos[i];
                gui.InsertKinectCircleButton(g.guiId, g.name, g.iconPath, x0 + 50 + i * (r + 20), y0 + 160, r);
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Dialog que muestra todas las texturas dentro de una categoria especifica.
        /// Al seleccionar una textura la aplica a todos los mesh que tenga esa categoria
        /// </summary>
        public void TextureDlg(DXGui gui, int groupId)
        {
            // Inicio un dialogo modalless
            gui.InitDialog(false, false);

            int W = GuiController.Instance.Panel3d.Width;
            int H = GuiController.Instance.Panel3d.Height;

            int x0  = -20;
            int y0  = 0;
            int dy  = 520;
            int dx  = W + 40;
            int tdx = 250;
            int tdy = 200;

            gui.InsertFrame("Seleccione la textura", x0, y0, dx, dy, Color.FromArgb(192, 192, 192), frameBorder.sin_borde);
            int sdx = 500;
            int sdy = 120;

            gui.InsertKinectScrollButton(0, "scroll_left.png", x0 + 40, y0 + dy - sdy - 50, sdx, sdy);
            gui.InsertKinectScrollButton(1, "scroll_right.png", x0 + 40 + sdx + 20, y0 + dy - sdy - 50, sdx, sdy);
            gui_item cancel_btn = gui.InsertKinectCircleButton(1, "Cancel", "cancel.png", W - gui.KINECT_BUTTON_SIZE_X - 40,
                                                               y0 + dy - gui.KINECT_BUTTON_SIZE_X - 50, gui.KINECT_BUTTON_SIZE_X);

            cancel_btn.scrolleable = false;      // fijo el boton de cancelar

            //Buscar grupo con ese id de gui
            selectedGroup = null;
            foreach (Group g in grupos)
            {
                if (g.guiId == groupId)
                {
                    selectedGroup = g;
                    break;
                }
            }


            //Crear un boton por cada textura dentro de este grupo
            for (int i = 0; i < selectedGroup.textures.Count; i++)
            {
                Texture t = selectedGroup.textures[i];
                gui.InsertKinectTileButton(t.guiId, (i + 1).ToString(), t.path, x0 + 50 + i * (tdx + 50), y0 + 100, tdx, tdy);
            }
        }
Exemplo n.º 4
0
        public override void Init()
        {
            time = 0f;
            Device d3dDevice = D3DDevice.Instance.Device;

            MyShaderDir = ShadersDir + "WorkshopShaders\\";

            //Crear loader
            TgcSceneLoader loader = new TgcSceneLoader();

            scene = loader.loadSceneFromFile(MediaDir + "WorkshopShaders\\comborata\\comborata-TgcScene.xml");

            g_pBaseTexture = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\rocks.jpg");
            g_pHeightmap   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_rocks.tga");

            g_pBaseTexture2 = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\stones.bmp");
            g_pHeightmap2   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_stones.tga");

            g_pBaseTexture3 = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\granito.jpg");
            g_pHeightmap3   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_saint.tga");

            g_pBaseTexture4 = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\granito.jpg");
            g_pHeightmap4   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_four_height.tga");

            foreach (TgcMesh mesh in scene.Meshes)
            {
                if (mesh.Name.Contains("Floor"))
                {
                    rooms.Add(mesh.BoundingBox);
                }
            }

            //Cargar Shader
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, MyShaderDir + "Parallax.fx", null, null, ShaderFlags.None, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }

            lightDirModifier       = AddVertex3f("LightDir", new TGCVector3(-1, -1, -1), new TGCVector3(1, 1, 1), TGCVector3.Down);
            minSampleModifier      = AddFloat("minSample", 1f, 10f, 10f);
            maxSampleModifier      = AddFloat("maxSample", 11f, 50f, 50f);
            heightMapScaleModifier = AddFloat("HeightMapScale", 0.001f, 0.5f, 0.1f);

            Camera = new TgcFpsCamera(new TGCVector3(147.2558f, 8.0f, 262.2509f), 100f, 10f, Input);
            Camera.SetCamera(new TGCVector3(147.2558f, 8.0f, 262.2509f), new TGCVector3(148.2558f, 8.0f, 263.2509f));

            //Cargar personaje con animaciones
            TgcSkeletalLoader skeletalLoader = new TgcSkeletalLoader();
            Random            rnd            = new Random();

            // meto un enemigo por cada cuarto
            cant_enemigos = 0;
            foreach (TgcMesh mesh in scene.Meshes)
            {
                if (mesh.Name.Contains("Floor"))
                {
                    float kx    = rnd.Next(25, 75) / 100.0f;
                    float kz    = rnd.Next(25, 75) / 100.0f;
                    float pos_x = mesh.BoundingBox.PMin.X * kx + mesh.BoundingBox.PMax.X * (1 - kx);
                    float pos_z = mesh.BoundingBox.PMin.Z * kz + mesh.BoundingBox.PMax.Z * (1 - kz);

                    TgcSkeletalMesh enemigo = skeletalLoader.loadMeshAndAnimationsFromFile(MediaDir + "SkeletalAnimations\\BasicHuman\\" + "CombineSoldier-TgcSkeletalMesh.xml", MediaDir + "SkeletalAnimations\\BasicHuman\\", new string[] { MediaDir + "SkeletalAnimations\\BasicHuman\\Animations\\" + "Walk-TgcSkeletalAnim.xml", });
                    enemigos.Add(enemigo);

                    //Configurar animacion inicial
                    enemigos[cant_enemigos].playAnimation("Walk", true);
                    enemigos[cant_enemigos].Position  = new TGCVector3(pos_x, 1f, pos_z);
                    enemigos[cant_enemigos].Scale     = new TGCVector3(0.3f, 0.3f, 0.3f);
                    enemigos[cant_enemigos].Transform = TGCMatrix.Scaling(enemigos[cant_enemigos].Scale) *
                                                        TGCMatrix.RotationYawPitchRoll(enemigos[cant_enemigos].Rotation.Y, enemigos[cant_enemigos].Rotation.X, enemigos[cant_enemigos].Rotation.Z) *
                                                        TGCMatrix.Translation(enemigos[cant_enemigos].Position);
                    enemigo_an[cant_enemigos] = 0;
                    cant_enemigos++;
                }
            }

            // levanto el GUI
            float W = D3DDevice.Instance.Width;
            float H = D3DDevice.Instance.Height;

            gui.Create(MediaDir);
            gui.InitDialog(false);
            gui.InsertFrame("Combo Rata", 10, 10, 200, 200, Color.FromArgb(32, 120, 255, 132), frameBorder.sin_borde);
            gui.InsertFrame("", 10, (int)H - 150, 200, 140, Color.FromArgb(62, 120, 132, 255), frameBorder.sin_borde);
            gui.cursor_izq = gui.cursor_der = tipoCursor.sin_cursor;

            // le cambio el font
            gui.font.Dispose();
            // Fonts
            gui.font = new Microsoft.DirectX.Direct3D.Font(d3dDevice, 12, 0, FontWeight.Bold, 0, false, CharacterSet.Default, Precision.Default, FontQuality.Default, PitchAndFamily.DefaultPitch, "Lucida Console");
            gui.font.PreloadGlyphs('0', '9');
            gui.font.PreloadGlyphs('a', 'z');
            gui.font.PreloadGlyphs('A', 'Z');

            gui.RTQ = gui.rectToQuad(0, 0, W, H, 0, 0, W - 150, 160, W - 200, H - 150, 0, H);
        }