Пример #1
0
        public override void MouseMove(MouseMoveEventArgs e)
        {
            if (disposing || !IsVisible())
            {
                return;
            }
            if (dragging)
            {
                Position = new Vector2i((int)e.X - (int)draggingOffset.X,
                                        (int)e.Y - (int)draggingOffset.Y);
            }
            base.MouseMove(e);

            return;
        }
Пример #2
0
        public DebugConsole(string uniqueName, Vector2i size, IResourceCache resourceCache) : base(uniqueName, size, resourceCache)
        {
            input = new Textbox(size.X, resourceCache)
            {
                ClearFocusOnSubmit = false,
                drawColor          = new Color4(64, 64, 64, 100),
                textColor          = new Color4(255, 250, 240, 255)
            };
            input.OnSubmit      += input_OnSubmit;
            this.BackgroundColor = new Color4(64, 64, 64, 200);
            this.DrawBackground  = true;
            this.DrawBorder      = true;

            InitializeCommands();
        }
Пример #3
0
        public override bool Update(Vector2i mouseS, IMapManager currentMap)
        {
            if (currentMap == null)
            {
                return(false);
            }

            mouseScreen = mouseS;
            mouseWorld  = CluwneLib.ScreenToWorld(mouseScreen);

            if (pManager.CurrentPermission.IsTile)
            {
                return(false);
            }

            currentTile = currentMap.GetDefaultGrid().GetTile(mouseWorld);

            if (!RangeCheck())
            {
                return(false);
            }

            var nodes = new List <Vector2>();

            if (pManager.CurrentPrototype.MountingPoints != null)
            {
                nodes.AddRange(
                    pManager.CurrentPrototype.MountingPoints.Select(
                        current => new Vector2(mouseWorld.X, currentTile.Y + current)));
            }
            else
            {
                nodes.Add(new Vector2(mouseWorld.X, currentTile.Y + 0.5f));
                nodes.Add(new Vector2(mouseWorld.X, currentTile.Y + 1.0f));
                nodes.Add(new Vector2(mouseWorld.X, currentTile.Y + 1.5f));
            }

            Vector2 closestNode = (from Vector2 node in nodes
                                   orderby(node - mouseWorld).LengthSquared ascending
                                   select node).First();

            mouseWorld = closestNode + new Vector2(pManager.CurrentPrototype.PlacementOffset.X,
                                                   pManager.CurrentPrototype.PlacementOffset.Y);
            mouseScreen = (Vector2i)CluwneLib.WorldToScreen(mouseWorld);

            return(true);
        }
Пример #4
0
        public virtual bool WasClicked(Vector2 worldPos)
        {
            if (currentBaseSprite == null || !visible)
            {
                return(false);
            }

            Sprite spriteToCheck = GetActiveDirectionalSprite();
            var    bounds        = spriteToCheck.GetLocalBounds();

            var AABB =
                Box2.FromDimensions(
                    Owner.GetComponent <ITransformComponent>().Position.X - (bounds.Width / 2),
                    Owner.GetComponent <ITransformComponent>().Position.Y - (bounds.Height / 2), bounds.Width, bounds.Height);

            if (!AABB.Contains(new Vector2(worldPos.X, worldPos.Y)))
            {
                return(false);
            }

            // Get the sprite's position within the texture
            var texRect = spriteToCheck.TextureRect;

            // Get the clicked position relative to the texture
            var spritePosition = new Vector2i((int)(worldPos.X - AABB.Left + texRect.Left),
                                              (int)(worldPos.Y - AABB.Top + texRect.Top));

            if (spritePosition.X < 0 || spritePosition.Y < 0)
            {
                return(false);
            }

            IResourceCache resCache          = IoCManager.Resolve <IResourceCache>();
            Dictionary <Texture, string> tmp = resCache.TextureToKey;

            if (!tmp.ContainsKey(spriteToCheck.Texture))
            {
                return(false);
            }                                                            //if it doesn't exist, something's f****d
            string textureKey = tmp[spriteToCheck.Texture];
            var    opacityMap = TextureCache.Textures[textureKey].Image; //get our clickthrough 'map'

            // Check if the clicked pixel is opaque
            return(opacityMap.GetPixel((uint)spritePosition.X, (uint)spritePosition.Y).A <= Limits.ClickthroughLimit);
        }
        //The game states have to feed the UI Input!!! This is to allow more flexibility.
        //Maybe this should be handled in the main methods for input. But then the state wouldnt have power over
        //this and things like the chat might get difficult.
        //Other Notes: When a component returns true to an input event the loop stops and so only that control recieves the input.
        //             That way we don't have all components reacting to one event.

        /// <summary>
        ///  Handles MouseDown event. Returns true if a component accepted and handled the event.
        /// </summary>
        public virtual bool MouseDown(MouseButtonEventArgs e)
        {
            if (_console.IsVisible())
            {
                if (_console.MouseDown(e))
                {
                    return(true);
                }
            }

            if (moveMode)
            {
                foreach (IGuiComponent comp in _components)
                {
                    if (comp.ClientArea.Contains(e.X, e.Y))
                    {
                        movingComp = comp;
                        dragOffset = (new Vector2i(e.X, e.Y)) -
                                     new Vector2i(comp.ClientArea.Left, comp.ClientArea.Top);
                        break;
                    }
                }
                return(true);
            }
            else
            {
                IOrderedEnumerable <IGuiComponent> inputList = from IGuiComponent comp in _components
                                                               where comp.ReceiveInput
                                                               orderby comp.ZDepth ascending
                                                               orderby comp.IsVisible() descending
                                                               //Invisible controls still recieve input but after everyone else. This is mostly for the inventory and other toggleable components.
                                                               orderby comp.Focus descending
                                                               select comp;

                foreach (IGuiComponent current in inputList)
                {
                    if (current.MouseDown(e))
                    {
                        SetFocus(current);
                        return(true);
                    }
                }
                return(false);
            }
        }
Пример #6
0
        public PropEditWindow(Vector2i size, IResourceCache resourceCache, Object obj)
            : base("Object Properties : " + obj, size, resourceCache)
        {
            Position = new Vector2i((int)(CluwneLib.CurrentRenderTarget.Size.X / 2f) - (int)(ClientArea.Width / 2f),
                                    (int)(CluwneLib.CurrentRenderTarget.Size.Y / 2f) - (int)(ClientArea.Height / 2f));

            search                    = new Textbox(150, resourceCache);
            search.Position           = new Vector2i(5, 5);
            search.OnSubmit          += search_OnSubmit;
            search.ClearOnSubmit      = true;
            search.ClearFocusOnSubmit = false;
            components.Add(search);

            assigned = obj;
            BuildPropList();

            Update(0);
        }
        /// <summary>
        ///  Handles MouseMove event. Sent to all visible components.
        /// </summary>
        public virtual void MouseMove(MouseMoveEventArgs e)
        {
            MousePos = new Vector2i(e.X, e.Y);

            if (_console.IsVisible())
            {
                _console.MouseMove(e);
            }

            IOrderedEnumerable <IGuiComponent> inputList = from IGuiComponent comp in _components
                                                           where comp.ReceiveInput
                                                           orderby comp.ZDepth ascending
                                                           select comp;

            foreach (IGuiComponent current in inputList)
            {
                current.MouseMove(e);
            }
        }
Пример #8
0
        public ScrollableContainer(string uniqueName, Vector2i size, IResourceCache resourceCache)
        {
            _resourceCache = resourceCache;
            name           = uniqueName;
            Size           = size;

            clippingRI = new RenderImage(uniqueName, (uint)Size.X, (uint)Size.Y);
            clippingRI.BlendSettings.ColorSrcFactor = BlendMode.Factor.SrcAlpha;
            clippingRI.BlendSettings.ColorDstFactor = BlendMode.Factor.OneMinusSrcAlpha;
            clippingRI.BlendSettings.AlphaSrcFactor = BlendMode.Factor.SrcAlpha;
            clippingRI.BlendSettings.AlphaDstFactor = BlendMode.Factor.OneMinusSrcAlpha;

            scrollbarH      = new Scrollbar(true, _resourceCache);
            scrollbarV      = new Scrollbar(false, _resourceCache);
            scrollbarV.size = Size.Y;

            scrollbarH.Update(0);
            scrollbarV.Update(0);

            Update(0);
        }
Пример #9
0
        public ExamineWindow(Vector2i size, IEntity entity, IResourceCache resourceCache)
            : base(entity.Name, size, resourceCache)
        {
            _entityDescription = new Label(entity.GetDescriptionString(), "CALIBRI", _resourceCache);

            components.Add(_entityDescription);

            SetVisible(true);

            if (entity.TryGetComponent <ISpriteRenderableComponent>(out var component))
            {
                _entitySprite = component.GetCurrentSprite();
                _entityDescription.Position = new Vector2i(10,
                                                           (int)_entitySprite.GetLocalBounds().Height +
                                                           _entityDescription.ClientArea.Height + 10);
            }
            else
            {
                _entityDescription.Position = new Vector2i(10, 10);
            }
        }
Пример #10
0
        public override bool Update(Vector2i mouseS, IMapManager currentMap)
        {
            if (currentMap == null)
            {
                return(false);
            }

            mouseScreen = mouseS;
            mouseWorld  = CluwneLib.ScreenToWorld(mouseScreen);
            currentTile = currentMap.GetDefaultGrid().GetTile(mouseWorld);

            if (pManager.CurrentPermission.IsTile)
            {
                return(false);
            }

            if (!RangeCheck())
            {
                return(false);
            }

            return(true);
        }
Пример #11
0
        public MenuWindow() : base("Menu", new Vector2i(140, 130), IoCManager.Resolve <IResourceCache>())
        {
            Position = new Vector2i((int)(CluwneLib.CurrentRenderTarget.Size.X / 2f) - (int)(ClientArea.Width / 2f),
                                    (int)(CluwneLib.CurrentRenderTarget.Size.Y / 2f) - (int)(ClientArea.Height / 2f));

            button_entity          = new Button("Spawn Entities", _resMgr);
            button_entity.Clicked += button_entity_Clicked;
            button_entity.Position = new Vector2i(5, 5);
            button_entity.Update(0);
            components.Add(button_entity);

            button_tile          = new Button("Spawn Tiles", _resMgr);
            button_tile.Clicked += button_tile_Clicked;
            button_tile.Position = new Vector2i(5, button_entity.ClientArea.Bottom + 5);
            button_tile.Update(0);
            components.Add(button_tile);

            button_quit          = new Button("Quit", _resMgr);
            button_quit.Clicked += button_quit_Clicked;
            button_quit.Position = new Vector2i(5, button_tile.ClientArea.Bottom + 20);
            button_quit.Update(0);
            components.Add(button_quit);
        }
Пример #12
0
        public override bool Update(Vector2i mouseS, IMapManager currentMap)
        {
            if (currentMap == null)
            {
                return(false);
            }

            mouseScreen = mouseS;
            mouseWorld  = CluwneLib.ScreenToWorld(mouseScreen);

            currentTile = currentMap.GetDefaultGrid().GetTile(mouseWorld);

            if (!RangeCheck())
            {
                return(false);
            }

            if (pManager.CurrentPermission.IsTile)
            {
                mouseWorld = new Vector2(currentTile.X + 0.5f,
                                         currentTile.Y + 0.5f);
                mouseScreen = (Vector2i)CluwneLib.WorldToScreen(mouseWorld);
            }
            else
            {
                mouseWorld = new Vector2(currentTile.X + 0.5f + pManager.CurrentPrototype.PlacementOffset.X,
                                         currentTile.Y + 0.5f + pManager.CurrentPrototype.PlacementOffset.Y);
                mouseScreen = (Vector2i)CluwneLib.WorldToScreen(mouseWorld);

                if (CheckCollision())
                {
                    return(false);
                }
            }

            return(true);
        }
Пример #13
0
        //The game states have to feed the UI Input!!! This is to allow more flexibility.
        //Maybe this should be handled in the main methods for input. But then the state wouldnt have power over
        //this and things like the chat might get difficult.
        //Other Notes: When a component returns true to an input event the loop stops and so only that control recieves the input.
        //             That way we don't have all Components reacting to one event.

        /// <summary>
        ///     Handles MouseDown event. Returns true if a component accepted and handled the event.
        /// </summary>
        public virtual bool MouseDown(MouseButtonEventArgs e)
        {
            if (_console.Visible && _console.MouseDown(e))
            {
                return(true);
            }

            if (moveMode)
            {
                foreach (var comp in _components)
                {
                    if (comp.ClientArea.Translated(comp.Position).Contains(e.X, e.Y))
                    {
                        movingComp = comp;
                        dragOffset = new Vector2i(e.X, e.Y) -
                                     new Vector2i(comp.ClientArea.Left, comp.ClientArea.Top);
                        break;
                    }
                }
                return(true);
            }

            return(_components.Any(current => current.MouseDown(e)));
        }
Пример #14
0
 public static float Length(this Vector2i vec) => (float)Math.Sqrt(LengthSquared(vec));
Пример #15
0
        public override void Update(float frameTime)
        {
            SpriteLocation = new Vector2(SpriteLocation.X + (Velocity.X * frameTime),
                                         SpriteLocation.Y + (Velocity.Y * frameTime));
            spriteRotation += RotationSpeed * frameTime;

            if (BounceRotate && Math.Abs(spriteRotation) > BounceRotateAngle)
            {
                RotationSpeed = -RotationSpeed;
            }

            var bounds = DrawSprite.GetLocalBounds();

            ClientArea = Box2i.FromDimensions((int)SpriteLocation.X, (int)SpriteLocation.Y,
                                              (int)bounds.Width, (int)bounds.Height);

            //Outside screen. Does not respect rotation. FIX.
            if (ClientArea.Left > CluwneLib.Window.Viewport.Size.X)
            {
                SpriteLocation = new Vector2((0 - bounds.Width), SpriteLocation.Y);
            }
            else if (ClientArea.Left < (0 - bounds.Width))
            {
                SpriteLocation = new Vector2(CluwneLib.Window.Viewport.Size.X, SpriteLocation.Y);
            }

            if (ClientArea.Top > CluwneLib.Window.Viewport.Size.Y)
            {
                SpriteLocation = new Vector2(SpriteLocation.X, (0 - bounds.Height));
            }
            else if (ClientArea.Top < (0 - bounds.Height))
            {
                SpriteLocation = new Vector2(SpriteLocation.X, CluwneLib.Window.Viewport.Size.Y);
            }

            if (MouseParallax)
            {
                float ParX = 0;
                float ParY = 0;

                if (MouseParallaxHorizontal)
                {
                    ParX  = Math.Abs(_uiMgr.MousePos.X - (CluwneLib.Window.Viewport.Size.X));
                    ParX *= ParallaxScale;
                }

                if (MouseParallaxVertical)
                {
                    ParY  = Math.Abs(_uiMgr.MousePos.Y - ((CluwneLib.Window.Viewport.Size.Y)));
                    ParY *= ParallaxScale;
                }

                ParallaxOffset = new Vector2(ParX, ParY);
            }
            else
            {
                ParallaxOffset = new Vector2();
            }

            Position = new Vector2i((int)SpriteLocation.X, (int)SpriteLocation.Y);
        }
Пример #16
0
        /// <summary>
        ///     Check if the world position is inside of the sprite texture. This checks both sprite bounds and transparency.
        /// </summary>
        /// <param name="worldPos">World position to check.</param>
        /// <returns>Is the world position inside of the sprite?</returns>
        public virtual bool WasClicked(LocalCoordinates worldPos)
        {
            var spriteToCheck = GetActiveDirectionalSprite();

            if (spriteToCheck == null || !visible)
            {
                return(false);
            }

            var screenScale = CluwneLib.Camera.PixelsPerMeter;

            // local screen bounds
            var localBounds = spriteToCheck.LocalBounds;

            // local world bounds
            var worldBounds = localBounds.Scale(1.0f / screenScale);

            // move the origin from bottom right to center
            worldBounds = worldBounds.Translated(new Vector2(-worldBounds.Width / 2, -worldBounds.Height / 2));

            // absolute world bounds
            worldBounds = worldBounds.Translated(transform.WorldPosition);

            // check if clicked inside of the rectangle
            if (!worldBounds.Contains(worldPos.ToWorld().Position))
            {
                return(false);
            }

            // Get the sprite's position within the texture
            var texRect = spriteToCheck.TextureRect;

            // Get the clicked position relative to the texture (World to Texture)
            var pixelPos = new Vector2i((int)((worldPos.X - worldBounds.Left) * screenScale), (int)((worldPos.Y - worldBounds.Top) * screenScale));

            // offset pos by texture sub-rectangle
            pixelPos = pixelPos + new Vector2i(texRect.Left, texRect.Top);

            // make sure the position is actually inside the texture
            if (!texRect.Contains(pixelPos.X, pixelPos.Y))
            {
                throw new InvalidOperationException("The click was inside the sprite bounds, but not inside the texture bounds? Check yo math.");
            }

            // fetch texture key of the sprite
            var resCache = IoCManager.Resolve <IResourceCache>();

            if (!resCache.TextureToKey.TryGetValue(spriteToCheck.Texture, out string textureKey))
            {
                throw new InvalidOperationException("Trying to look up a texture that does not exist in the ResourceCache.");
            }

            // use the texture key to fetch the Image of the sprite
            if (!TextureCache.Textures.TryGetValue(textureKey, out TextureInfo texInfo))
            {
                throw new InvalidOperationException("The texture exists in the ResourceCache, but not in the CluwneLib TextureCache?");
            }

            // Check if the clicked pixel is transparent enough in the Image
            return(texInfo.Image[(uint)pixelPos.X, (uint)pixelPos.Y].AByte >= Limits.ClickthroughLimit);
        }
Пример #17
0
        public override bool Update(Vector2i mouseS, IMapManager currentMap)
        {
            if (currentMap == null)
            {
                return(false);
            }

            mouseScreen = mouseS;
            mouseWorld  = CluwneLib.ScreenToWorld(mouseScreen);

            if (pManager.CurrentPermission.IsTile)
            {
                return(false);
            }

            currentTile = currentMap.GetDefaultGrid().GetTile(mouseWorld);

            if (!RangeCheck())
            {
                return(false);
            }

            var manager = IoCManager.Resolve <IClientEntityManager>();

            IOrderedEnumerable <IEntity> snapToEntities =
                from IEntity entity in manager.GetEntitiesInRange(mouseWorld, snapToRange)
                where entity.Prototype == pManager.CurrentPrototype
                orderby
                    (entity.GetComponent <ITransformComponent>(
                        ).Position - mouseWorld).LengthSquared
                ascending
                select entity;

            if (snapToEntities.Any())
            {
                IEntity closestEntity = snapToEntities.First();
                if (closestEntity.TryGetComponent <ISpriteRenderableComponent>(out var component))
                {
                    var closestSprite = component.GetCurrentSprite();
                    var closestBounds = closestSprite.GetLocalBounds();

                    var closestRect =
                        Box2.FromDimensions(
                            closestEntity.GetComponent <ITransformComponent>().Position.X - closestBounds.Width / 2f,
                            closestEntity.GetComponent <ITransformComponent>().Position.Y - closestBounds.Height / 2f,
                            closestBounds.Width, closestBounds.Height);

                    var sides = new Vector2[]
                    {
                        new Vector2(closestRect.Left + (closestRect.Width / 2f), closestRect.Top - closestBounds.Height / 2f),
                        new Vector2(closestRect.Left + (closestRect.Width / 2f), closestRect.Bottom + closestBounds.Height / 2f),
                        new Vector2(closestRect.Left - closestBounds.Width / 2f, closestRect.Top + (closestRect.Height / 2f)),
                        new Vector2(closestRect.Right + closestBounds.Width / 2f, closestRect.Top + (closestRect.Height / 2f))
                    };

                    Vector2 closestSide =
                        (from Vector2 side in sides orderby(side - mouseWorld).LengthSquared ascending select side).First();

                    mouseWorld  = closestSide;
                    mouseScreen = (Vector2i)CluwneLib.WorldToScreen(mouseWorld);
                }
            }

            if (CheckCollision())
            {
                return(false);
            }
            return(true);
        }
Пример #18
0
 // Vector2i
 public static int LengthSquared(this Vector2i vec) => vec.X * vec.X + vec.Y * vec.Y;
Пример #19
0
 /// <summary>
 /// Transforms a point from the screen (pixel) space, to world (tile) space.
 /// </summary>
 public static Vector2 ScreenToWorld(Vector2i point)
 {
     return(((Vector2)point - ScreenViewportSize / 2) / TileSize + WorldCenter);
 }
Пример #20
0
 /// <summary>
 /// Transforms a point from the screen (pixel) space, to world (tile) space.
 /// </summary>
 public static Vector2 ScreenToWorld(Vector2i point)
 {
     return(((Vector2)point - Window.Viewport.Size / 2) / Window.Camera.PixelsPerMeter + Window.Camera.Position);
 }
Пример #21
0
 public static Box2i FromDimensions(Vector2i position, Vector2i size)
 {
     return(FromDimensions(position.X, position.Y, size.X, size.Y));
 }
Пример #22
0
 public static Vector2f ToFloat(this Vector2i vec) => new Vector2f(vec.X, vec.Y);
Пример #23
0
 public static SFML.System.Vector2i Convert(this Vector2i vector)
 {
     return(new SFML.System.Vector2i(vector.X, vector.Y));
 }
Пример #24
0
 public bool Contains(Vector2i point)
 {
     return(Contains(point, true));
 }