Наследование: FlatRedBall.Gui.Window
Пример #1
0
        private void SetPixelPerfectScaleClick(Window callingWindow)
        {
            OkListWindow okListWindow = new OkListWindow("Which camera would you like to scale according to?", "Select Camera");

            foreach (Camera camera in SpriteManager.Cameras)
            {
                okListWindow.AddItem(camera.Name, camera);
            }

            foreach (Camera camera in ExtraCamerasForScale)
            {
                okListWindow.AddItem(camera.Name, camera);
            }

            okListWindow.OkButtonClick += SetPixelPerfectScaleOk;
        }
Пример #2
0
        private void SetPixelPerfectScaleOk(Window callingWindow)
        {
            if (SelectedObject != null)
            {
                OkListWindow okListWindow = callingWindow as OkListWindow;

                Camera camera = okListWindow.GetFirstHighlightedObject() as Camera;

                if (camera == null)
                {
                    GuiManager.ShowMessageBox("No Camera was selected, so Scale has not changed", "No Camera");
                }
                else
                {
                    SelectedObject.SetPixelPerfectScale(camera);
                }
            }
        }
Пример #3
0
        private void SetPixelPerfectScaleOk(Window callingWindow)
        {
            if (SelectedObject != null && SelectedObject.Texture != null)
            {
                OkListWindow okListWindow = callingWindow as OkListWindow;

                Camera camera = okListWindow.GetFirstHighlightedObject() as Camera;

                if (camera == null)
                {
                    GuiManager.ShowMessageBox("No Camera was selected, so Scale has not changed", "No Camera");
                }
                else
                {
                    float pixelsPerUnit = camera.PixelsPerUnitAt(SelectedObject.Z);


                    SelectedObject.ScaleX = .5f * SelectedObject.Texture.Width / pixelsPerUnit;
                    SelectedObject.ScaleY = .5f * SelectedObject.Texture.Height / pixelsPerUnit;
                }
            }
        }
Пример #4
0
        public void PerformLoadScn(string fileName, bool replace)
        {
            // This method is public because this method is called if the user drags a
            // .scnx onto the SpriteEditor

            #region Mark how many objects before loading in case there is an insertion.
            // If there is an insertion, only the newly-added objects should have post load
            // logic performed on them

            int numSpritesBefore = GameData.Scene.Sprites.Count;
            int numOfSGsBefore = GameData.Scene.SpriteGrids.Count;
            int numOfSpriteFramesBefore = GameData.Scene.SpriteFrames.Count;
            int numberOfPositionedModels = GameData.Scene.PositionedModels.Count;

            #endregion

            SpriteEditorScene tempSES = SpriteEditorScene.FromFile(fileName);

            #region See if there are any Models that reference files that aren't on disk

            string sceneDirectory = FileManager.GetDirectory(fileName);
            for (int i = 0; i < tempSES.PositionedModelSaveList.Count; i++)
            {
                PositionedModelSave modelSave = tempSES.PositionedModelSaveList[i];

                if (!FileManager.FileExists(modelSave.ModelFileName))
                {
                    // See if there's a .x with that name

                    if (FileManager.FileExists(sceneDirectory + modelSave.ModelFileName + ".x"))
                    {
                        modelSave.ModelFileName = modelSave.ModelFileName + ".x";
                    }
                }
            }
            #endregion

            #region Now, see if there are any other files that haven't been found and create the error window

            List<string> texturesNotFound = tempSES.GetMissingFiles();
            if (texturesNotFound.Count != 0)
            {
                OkListWindow okListWindow = new OkListWindow(
                    "There are files that the .scnx references which cannot be located.",
                    "Error loading .scnx");

                foreach (string file in texturesNotFound)
                {
                    okListWindow.AddItem(file);
                }

                return;
            }
            #endregion

            #region if replacing, clear the old scene out
            if (replace)
            {
                SpriteManager.RemoveScene(GameData.Scene, true);
                FlatRedBallServices.Unload(GameData.SceneContentManager);

                tempSES.SetCamera(GameData.Camera);

#if FRB_MDX
                if (tempSES.CoordinateSystem == FlatRedBall.Math.CoordinateSystem.RightHanded)
                {
                    GameData.Camera.Z *= -1;
                }
#endif

                GameData.EditorProperties.PixelSize = tempSES.PixelSize;

                GuiData.EditorPropertiesGrid.Refresh();

                // 4/16/2011:  The following line of code
                // was causing errors when saving the .scnx
                // file through CTRL+S.  Taking it out because
                // I don't see why we need this anyway.
                // GameData.FileName = FileManager.RemoveExtension(fileName);
                GameData.FileName = fileName;
                FlatRedBallServices.Owner.Text = "SpriteEditor - Currently editing " + GameData.FileName;

                GuiData.MenuStrip.LastFileTypeLoaded = FileManager.GetExtension(fileName);

            }
            #endregion


            Scene newlyLoadedScene = tempSES.ToScene<EditorSprite>(GameData.SceneContentManager);

            GameData.Scene.AddToThis(newlyLoadedScene);
            // This caused
            // a double-add.
            // Not sure why we're
            // adding GameData.Scene.
            //GameData.Scene.AddToManagers();
            newlyLoadedScene.AddToManagers();

            GuiData.ListWindow.RefreshListsShown();

            #region Add the used Textures to the texture ListBox

            for (int i = numSpritesBefore; i < GameData.Scene.Sprites.Count; i++)
            {
                GuiData.ListWindow.Add(GameData.Scene.Sprites[i].Texture);
                GuiData.ListWindow.Add(GameData.Scene.Sprites[i].AnimationChains);
            }

            for (int i = numOfSpriteFramesBefore; i < GameData.Scene.SpriteFrames.Count; i++)
            {
                GuiData.ListWindow.Add(GameData.Scene.SpriteFrames[i].Texture);
                GuiData.ListWindow.Add(GameData.Scene.SpriteFrames[i].AnimationChains);
            }

            for (int i = numOfSGsBefore; i < GameData.Scene.SpriteGrids.Count; i++)
            {
                SpriteGrid sg = GameData.Scene.SpriteGrids[i];
                sg.PopulateGrid(GameData.Camera.X, GameData.Camera.Y, 0f);

                sg.RefreshPaint();
                List<Texture2D> texturesToAdd = sg.GetUsedTextures();
                foreach (Texture2D tex in texturesToAdd)
                {
                    GuiData.ListWindow.Add(tex);
                }
            }
            #endregion

            CheckForExtraFiles(FileManager.RemoveExtension(fileName));
            GameData.Scene.Sprites.SortZInsertionDescending();


            if (tempSES.AssetsRelativeToSceneFile)
            {
                FileManager.ResetRelativeToCurrentDirectory();
            }
        }