示例#1
0
        public override bool Draw(Batcher2D batcher, Point position, Vector3?hue = null)
        {
            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
                _edge.SetData(new Color[] { Color.Gray });
            }

            batcher.DrawRectangle(_edge, new Rectangle(position.X, position.Y, Width, Height), Vector3.Zero);
            return(base.Draw(batcher, position, hue));
        }
示例#2
0
        public override bool Draw(Batcher2D batcher, int x, int y)
        {
            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
                _edge.SetData(new Color[] { Color.Gray });
            }

            batcher.DrawRectangle(_edge, x, y, Width, Height, Vector3.Zero);
            return(base.Draw(batcher, x, y));
        }
示例#3
0
        public override bool Draw(Batcher2D batcher, Point position, Vector3?hue = null)
        {
            if (IsDisposed || !SetName())
            {
                return(false);
            }

            Point gWinPos  = Engine.Profile.Current.GameWindowPosition;
            Point gWinSize = Engine.Profile.Current.GameWindowSize;
            float scale    = Engine.SceneManager.GetScene <GameScene>().Scale;


            if (Entity is Mobile m)
            {
                GetAnimationDimensions(m, 0xFF, out int height, out int centerY);

                float x = (m.RealScreenPosition.X + gWinPos.X) / scale;
                float y = (m.RealScreenPosition.Y + gWinPos.Y) / scale;

                X = (int)(x + m.Offset.X) - (Width >> 1) + 22;
                Y = (int)(y + (m.Offset.Y - m.Offset.Z) - (height + centerY + 8)) - (Height >> 1) + (m.IsMounted ? 0 : 22);
            }
            else
            {
                X = (int)(Entity.RealScreenPosition.X / scale);
                Y = (int)(Entity.RealScreenPosition.Y / scale);
            }

            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
                _edge.SetData(new Color[] { Color.Gray });
            }


            if (X < gWinPos.X || X + Width > gWinPos.X + gWinSize.X)
            {
                return(false);
            }
            if (Y < gWinPos.Y || Y + Height > gWinPos.Y + gWinSize.Y)
            {
                return(false);
            }

            position.X = X;
            position.Y = Y;


            batcher.DrawRectangle(_edge, new Rectangle(position.X - 1, position.Y - 1, Width + 1, Height + 1), Vector3.Zero);

            base.Draw(batcher, position, hue);
            return(_renderedText.Draw(batcher, new Rectangle(position.X + 2, position.Y + 2, Width, Height), 0, 0));
        }
示例#4
0
        public override bool Draw(Batcher2D batcher, int x, int y)
        {
            if (IsDisposed || !SetName())
            {
                return(false);
            }

            float scale = Engine.SceneManager.GetScene <GameScene>().Scale;

            int gx = Engine.Profile.Current.GameWindowPosition.X;
            int gy = Engine.Profile.Current.GameWindowPosition.Y;
            int w  = Engine.Profile.Current.GameWindowSize.X;
            int h  = Engine.Profile.Current.GameWindowSize.Y;


            if (Entity is Mobile m)
            {
                GetAnimationDimensions(m, 0, out int centerX, out int centerY, out int width, out int height);

                x = (int)((Entity.RealScreenPosition.X + m.Offset.X + 22) / scale);
                y = (int)((Entity.RealScreenPosition.Y + (m.Offset.Y - m.Offset.Z) - (height + centerY + 8)) / scale);
            }
            else
            {
                x = (int)((Entity.RealScreenPosition.X + 22) / scale);
                y = (int)((Entity.RealScreenPosition.Y) / scale);
            }

            x -= Width / 2;
            y -= Height / 2;
            x += gx + 6;
            y += gy;

            X = x;
            Y = y;

            if (x < gx || x + Width > gx + w)
            {
                return(false);
            }
            if (y < gy || y + Height > gy + h)
            {
                return(false);
            }

            batcher.DrawRectangle(Textures.GetTexture(Color.Gray), x - 1, y - 1, Width + 1, Height + 1, Vector3.Zero);

            base.Draw(batcher, x, y);
            return(_renderedText.Draw(batcher, x + 2, y + 2, Width, Height, 0, 0));
        }
示例#5
0
        public override bool Draw(Batcher2D batcher, int x, int y)
        {
            if (IsDisposed || !SetName())
            {
                return(false);
            }

            Point gWinPos  = Engine.Profile.Current.GameWindowPosition;
            Point gWinSize = Engine.Profile.Current.GameWindowSize;
            float scale    = Engine.SceneManager.GetScene <GameScene>().Scale;


            if (Entity is Mobile m)
            {
                GetAnimationDimensions(m, 0xFF, out int height, out int centerY);

                float xx = (m.RealScreenPosition.X + gWinPos.X) / scale;
                float yy = (m.RealScreenPosition.Y + gWinPos.Y) / scale;

                X = (int)(xx + m.Offset.X) - (Width >> 1) + 22;
                Y = (int)(yy + (m.Offset.Y - m.Offset.Z) - (height + centerY + 8)) - (Height >> 1) + (m.IsMounted ? 0 : 22);
            }
            else
            {
                X = (int)(Entity.RealScreenPosition.X / scale) - (Width >> 1) + 22;
                Y = (int)(Entity.RealScreenPosition.Y / scale) - (Height >> 1);
            }


            if (X < gWinPos.X || X + Width > gWinPos.X + gWinSize.X)
            {
                return(false);
            }
            if (Y < gWinPos.Y || Y + Height > gWinPos.Y + gWinSize.Y)
            {
                return(false);
            }

            x = X;
            y = Y;

            batcher.DrawRectangle(Textures.GetTexture(Color.Gray), x - 1, y - 1, Width + 1, Height + 1, Vector3.Zero);

            base.Draw(batcher, x, y);
            return(_renderedText.Draw(batcher, x + 2, y + 2, Width, Height, 0, 0));
        }
示例#6
0
        public override bool Draw(Batcher2D batcher, int x, int y)
        {
            base.Draw(batcher, x, y);
            batcher.Draw2D(_line, x + 30, y + 50, 260, 1, ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, x + 95, y + 50, 1, 200, ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, x + 245, y + 50, 1, 200, ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, x + 30, y + 250, 260, 1, ShaderHuesTraslator.GetHueVector(0, false, .5f, false));

            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
                _edge.SetData(new Color[] { Color.Gray });
            }

            batcher.DrawRectangle(_edge, x, y, Width, Height, Vector3.Zero);

            return(true);
        }
示例#7
0
        public override bool Draw(Batcher2D batcher, Point position, Vector3?hue = null)
        {
            base.Draw(batcher, position, hue);
            batcher.Draw2D(_line, new Rectangle(position.X + 30, position.Y + 50, 260, 1), ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, new Rectangle(position.X + 95, position.Y + 50, 1, 200), ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, new Rectangle(position.X + 245, position.Y + 50, 1, 200), ShaderHuesTraslator.GetHueVector(0, false, .5f, false));
            batcher.Draw2D(_line, new Rectangle(position.X + 30, position.Y + 250, 260, 1), ShaderHuesTraslator.GetHueVector(0, false, .5f, false));

            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
                _edge.SetData(new Color[] { Color.Gray });
            }

            batcher.DrawRectangle(_edge, new Rectangle(position.X, position.Y, Width, Height), Vector3.Zero);

            return(true);
        }
示例#8
0
            public override bool Draw(Batcher2D batcher, int x, int y)
            {
                base.Draw(batcher, x, y);

                string text = _amount.ToString();

                if (_amount >= 1000)
                {
                    if (text.Length > 4)
                    {
                        if (text.Length > 5) // >= 100.000
                        {
                            text = $"{text.Substring(0, 3)}K+";
                        }
                        else // <= 10.000
                        {
                            text = $"{text.Substring(0, 2)}K+";
                        }
                    }
                    else // 1.000
                    {
                        text = $"{text[0]}K+";
                    }
                }

                batcher.DrawRectangle(Textures.GetTexture(Color.Gray), x, y, Width, Height, Vector3.Zero);

                if (_graphic != 0)
                {
                    Vector3 hue = Vector3.Zero;
                    hue.X = 59;
                    hue.Y = 1;

                    batcher.DrawString(Fonts.Bold, text, x + 2, y + Height - 15, hue);
                }


                return(true);
            }
示例#9
0
            public override bool Draw(Batcher2D batcher, int x, int y)
            {
                if (MouseIsOver)
                {
                    batcher.DrawRectangle(Textures.GetTexture(Color.Gray), x, y, Width, Width, Vector3.Zero);
                }

                //batcher.Draw2D(CheckerTrans.TransparentTexture, new Rectangle(position.X, position.Y, Width, Width), ShaderHuesTraslator.GetHueVector(0, false, 0.5f, false));

                base.Draw(batcher, x, y);

                string text = _amount.ToString();

                if (_amount >= 1000)
                {
                    text = $"{text[0]}K+";
                }

                batcher.DrawString(Fonts.Regular, text, X + 1, Width, Vector3.Zero);


                return(true);
            }
示例#10
0
        public override bool Draw(Batcher2D batcher, Vector3 position, MouseOverList objectList)
        {
            if (!AllowedToDraw || IsDisposed)
            {
                return(false);
            }

            Texture.Ticks = Engine.Ticks;

            if (IsSelected && _text.Hue != 0x0035)
            {
                _text.Hue = 0x0035;
                _text.CreateTexture();
                Texture = _text.Texture;
            }
            else if (!IsSelected && Hue != _text.Hue)
            {
                _text.Hue = Hue;
                _text.CreateTexture();
                Texture = _text.Texture;
            }


            HueVector = ShaderHuesTraslator.GetHueVector(0);

            if (EdgeDetection)
            {
                GameScene gs = Engine.SceneManager.GetScene <GameScene>();

                int width  = Texture.Width - Bounds.X;
                int height = Texture.Height - Bounds.Y;

                if (position.X < Bounds.X)
                {
                    position.X = Bounds.X;
                }
                else if (position.X > Engine.Profile.Current.GameWindowSize.X * gs.Scale - width)
                {
                    position.X = Engine.Profile.Current.GameWindowSize.X * gs.Scale - width;
                }

                if (position.Y - Bounds.Y < 0)
                {
                    position.Y = Bounds.Y;
                }
                else if (position.Y > Engine.Profile.Current.GameWindowSize.Y * gs.Scale - height)
                {
                    position.Y = Engine.Profile.Current.GameWindowSize.Y * gs.Scale - height;
                }
            }

            bool ok = base.Draw(batcher, position, objectList);


            if (_edge == null)
            {
                _edge = new Texture2D(batcher.GraphicsDevice, 1, 1);
                _edge.SetData(new Color[] { Color.LightBlue });
            }

            batcher.DrawRectangle(_edge, new Rectangle((int)position.X - Bounds.X, (int)position.Y - Bounds.Y, _text.Width, _text.Height), Vector3.Zero);

            return(ok);
        }