Пример #1
0
        private void DrawPointsOfInterest(DrawingContext dc, CanvasData canvas)
        {
            try
            {
                foreach (var marker in AdvDia.CurrentWorldMarkers.Where(m => m.Id >= 0 && m.Id < 200))
                {
                    dc.DrawEllipse(Brushes.Yellow, RadarResources.GridPen, marker.Position.ToCanvasPoint(), 5, 5);
                    var textPoint = marker.Position.ToCanvasPoint();
                    textPoint.Y = textPoint.Y + 32;
                    var glyphRun = DrawingUtilities.CreateGlyphRun(marker.NameHash.ToString(), 8, textPoint);
                    dc.DrawGlyphRun(Brushes.Yellow, glyphRun);

                    var toObjectivePen = new Pen(Brushes.Yellow, 0.2);
                    dc.DrawLine(toObjectivePen, canvas.Center, marker.Position.ToCanvasPoint());
                }
            }
            catch (Exception ex)
            {
                Logger.Debug("Exception in RadarUI.DrawPointsOfInterest(). {0} {1} {2}", ex.Message, ex.InnerException, ex);
            }
        }
Пример #2
0
        private static void DrawActorLabel(DrawingContext dc, CanvasData canvas, RadarObject radarObject, Brush brush)
        {
            var text = radarObject.CachedActorName;

            if (text == null)
            {
                return;
            }

            const int textSize  = 12;
            const int charLimit = 20;

            if (text.Length > charLimit)
            {
                text = text.Substring(0, charLimit);
            }

            // FormattedText is very slow, so instead create text manually with glyphs
            var glyphRun = DrawingUtilities.CreateGlyphRun(text, textSize, radarObject.Point);

            dc.DrawGlyphRun(brush, glyphRun);
        }
Пример #3
0
        //private void DrawNavNode(DrawingContext dc, CanvasData canvas, GridNode node)
        //{
        //    SolidColorBrush nodeBrush;
        //    if (node.Flags.HasFlag(NavCellFlags.RoundedCorner0) || node.Flags.HasFlag(NavCellFlags.RoundedCorner1) || node.Flags.HasFlag(NavCellFlags.RoundedCorner2) || node.Flags.HasFlag(NavCellFlags.RoundedCorner3))
        //    {
        //        nodeBrush = Brushes.SaddleBrown;
        //    }
        //    else if (node.Flags.HasFlag(NavCellFlags.AllowWalk))
        //    {
        //        nodeBrush = Brushes.Green;
        //    }
        //    else if (node.Flags.HasFlag(NavCellFlags.AllowProjectile))
        //    {
        //        nodeBrush = Brushes.DarkGray;
        //    }
        //    else
        //    {
        //        nodeBrush = Brushes.Black;
        //    }

        //    dc.DrawEllipse(nodeBrush, RadarResources.GridPen, node.NavigableCenter.ToCanvasPoint(), GridSize, GridSize);
        //}

        //private void DrawNodesInRadius(DrawingContext dc, CanvasData canvas)
        //{
        //    try
        //    {
        //        var nearestNode = MainGrid.Instance.GetNearestNodeToPosition(AdvDia.MyPosition);
        //        if (nearestNode == null) return;
        //        var nodes = MainGrid.Instance.GetNeighbors(nearestNode, 5);
        //        foreach (var node in nodes)
        //        {
        //            DrawNavNode(dc, canvas, node);
        //        }

        //    }
        //    catch (Exception ex)
        //    {
        //        Logger.Debug("Exception in RadarUI.DrawNodesInRadius(). {0} {1} {2}", ex.Message, ex.InnerException, ex);
        //    }
        //}

        /// <summary>
        /// Draw a Scene
        /// </summary>
        private void DrawScenes(DrawingContext dc, CanvasData canvas)
        {
            try
            {
                if (Math.Abs(CenterActor.Point.X) < 0.01f && Math.Abs(CenterActor.Point.Y) < 0.01f)
                {
                    return;
                }

                var worldId = AdvDia.CurrentWorldDynamicId;
                foreach (var adventurerScene in ScenesStorage.CurrentWorldScenes.Where(s => s.DynamicWorldId == worldId).ToList())
                {
                    //var scene = adventurerScene.TrinityScene;

                    // Combine navcells into one drawing and store it; because they don't change relative to each other
                    // And because translating geometry for every navcell on every frame is waaaaay too slow.
                    if (Drawings.Relative.ContainsKey(adventurerScene.HashName))
                    {
                        continue;
                    }

                    var drawing = new DrawingGroup();

                    using (var groupdc = drawing.Open())
                    {
                        #region Terrain
                        if (adventurerScene.Cells != null)
                        {
                            var figures = new List <PathFigure>();
                            foreach (var navCell in adventurerScene.Cells.Where(nc => nc.IsWalkable))
                            {
                                var topLeft     = new Vector3(navCell.MinX, navCell.MinY, 0);
                                var topRight    = new Vector3(navCell.MaxX, navCell.MinY, 0);
                                var bottomLeft  = new Vector3(navCell.MinX, navCell.MaxY, 0);
                                var bottomRight = new Vector3(navCell.MaxX, navCell.MaxY, 0);
                                var segments    = new[]
                                {
                                    new LineSegment(topLeft.ToCanvasPoint(), true),
                                    new LineSegment(topRight.ToCanvasPoint(), true),
                                    new LineSegment(bottomRight.ToCanvasPoint(), true)
                                };

                                figures.Add(new PathFigure(bottomLeft.ToCanvasPoint(), segments, true));
                            }
                            var geo = new PathGeometry(figures, FillRule.Nonzero, null);
                            geo.GetOutlinedPathGeometry();
                            groupdc.DrawGeometry(RadarResources.WalkableTerrain, null, geo);
                        }
                        #endregion

                        #region Scene Borders
                        var sceneTopLeft     = new Vector3(adventurerScene.Min.X, adventurerScene.Min.Y, 0);
                        var sceneTopRight    = new Vector3(adventurerScene.Max.X, adventurerScene.Min.Y, 0);
                        var sceneBottomLeft  = new Vector3(adventurerScene.Min.X, adventurerScene.Max.Y, 0);
                        var sceneBottomRight = new Vector3(adventurerScene.Max.X, adventurerScene.Max.Y, 0);

                        groupdc.DrawGeometry(null, RadarResources.WalkableTerrainBorder, new LineGeometry(sceneTopLeft.ToCanvasPoint(), sceneTopRight.ToCanvasPoint()));
                        groupdc.DrawGeometry(null, RadarResources.WalkableTerrainBorder, new LineGeometry(sceneBottomLeft.ToCanvasPoint(), sceneBottomRight.ToCanvasPoint()));
                        groupdc.DrawGeometry(null, RadarResources.WalkableTerrainBorder, new LineGeometry(sceneTopLeft.ToCanvasPoint(), sceneBottomLeft.ToCanvasPoint()));
                        groupdc.DrawGeometry(null, RadarResources.WalkableTerrainBorder, new LineGeometry(sceneTopRight.ToCanvasPoint(), sceneBottomRight.ToCanvasPoint()));
                        #endregion

                        #region Scene Title
                        var textPoint = adventurerScene.Center.ToVector3().ToCanvasPoint();
                        var glyphRun  = DrawingUtilities.CreateGlyphRun(adventurerScene.Name, 10, textPoint);
                        groupdc.DrawGlyphRun(Brushes.Wheat, glyphRun);
                        textPoint   = adventurerScene.Center.ToVector3().ToCanvasPoint();
                        textPoint.Y = textPoint.Y + 20;
                        glyphRun    = DrawingUtilities.CreateGlyphRun((adventurerScene.Max - adventurerScene.Min) + " " + (adventurerScene.HasChild ? "HasSubScene" : string.Empty) + " " + (adventurerScene.SubScene != null ? " (Loaded)" : string.Empty), 8, textPoint);
                        groupdc.DrawGlyphRun(Brushes.Wheat, glyphRun);
                        #endregion

                        #region Nodes
                        var sceneNodePen = new Pen {
                            Brush = Brushes.Black, Thickness = 0.1f
                        };
                        foreach (var node in adventurerScene.Nodes)
                        {
                            if (node.HasEnoughNavigableCells)
                            {
                                groupdc.DrawGeometry(null, sceneNodePen,
                                                     new LineGeometry(node.TopLeft.ToVector3().ToCanvasPoint(),
                                                                      node.TopRight.ToVector3().ToCanvasPoint()));
                                groupdc.DrawGeometry(null, sceneNodePen,
                                                     new LineGeometry(node.TopLeft.ToVector3().ToCanvasPoint(),
                                                                      node.BottomLeft.ToVector3().ToCanvasPoint()));
                                groupdc.DrawGeometry(null, sceneNodePen,
                                                     new LineGeometry(node.BottomLeft.ToVector3().ToCanvasPoint(),
                                                                      node.BottomRight.ToVector3().ToCanvasPoint()));
                                groupdc.DrawGeometry(null, sceneNodePen,
                                                     new LineGeometry(node.TopRight.ToVector3().ToCanvasPoint(),
                                                                      node.BottomRight.ToVector3().ToCanvasPoint()));

                                //var textPoint1 = node.Center.ToVector3().ToCanvasPoint();
                                ////                                var glyphRun1 = DrawingUtilities.CreateGlyphRun(string.Format("{2} {0} ({1:P0})", node.NavigableCellCount, node.FillPercentage, node.LevelAreaId), 8, textPoint1);
                                //var glyphRun1 = DrawingUtilities.CreateGlyphRun(node.LevelAreaId.ToString(), 8, textPoint1);
                                //groupdc.DrawGlyphRun(Brushes.Wheat, glyphRun1);
                            }
                            //foreach (var navPoint in node.Nodes.Where(n=>n.NodeFlags.HasFlag(NodeFlags.NearWall)))
                            //{
                            //    DrawNavNode(groupdc, canvas, navPoint);
                            //    //groupdc.DrawEllipse(Brushes.LightSlateGray, sceneNodePen, navPoint.Center.ToVector3().ToCanvasPoint(), (float)GridSize / 2, (float)GridSize / 2);
                            //}
                        }
                        #endregion
                    }

                    // Have to use SceneHash as key because scenes can appear multiple times with the same name
                    Drawings.Relative.TryAdd(adventurerScene.HashName, new RelativeDrawing
                    {
                        Drawing = drawing,
                        Origin  = CenterActor.Morph,
                        Center  = adventurerScene.Center.ToVector3(),
                        WorldId = adventurerScene.DynamicWorldId,
                        //Image = new DrawingImage(drawing),
                        //ImageRect = drawing.Bounds
                    });
                }

                foreach (var pair in Drawings.Relative)
                {
                    //if (pair.Value.WorldId != AdvDia.CurrentWorldDynamicId)
                    //    continue;

                    if (!pair.Value.Drawing.Bounds.IntersectsWith(CanvasData.ClipRegion.Rect))
                    {
                        continue;
                    }
                    dc.DrawDrawing(pair.Value.Drawing);

                    //if (!pair.Value.ImageRect.IntersectsWith(CanvasData.ClipRegion.Rect))
                    //    continue;
                    //dc.DrawImage(pair.Value.Image, pair.Value.ImageRect);
                }
            }
            catch (Exception ex)
            {
                Logger.Debug("Exception in RadarUI.DrawScenes(). {0} {1} {2}", ex.Message, ex.InnerException, ex);
            }
        }