示例#1
0
        /// <summary>
        ///		Perform the actual rendering for this Window.
        /// </summary>
        /// <param name="z">float value specifying the base Z co-ordinate that should be used when rendering.</param>
        protected override void DrawSelf(float z)
        {
            // Don't do anything if we don't have any text
            if (this.Text == string.Empty)
            {
                return;
            }
            // render what base class needs to render first
            base.DrawSelf(z);

            // render text
            Font textFont = this.Font;

            Size max     = this.MaximumSize;
            Rect maxRect = new Rect(0, max.width, 0, max.height);

            string message = this.Text;
            // get total pixel height of the text based on its format
            float textHeight =
                textFont.GetFormattedLineCount(message, maxRect, horzFormatting) * textFont.LineSpacing;
            float textWidth =
                textFont.GetFormattedTextExtent(message, maxRect, horzFormatting);
            float height = Math.Min(textHeight, max.height);
            float width  = textWidth;

            Rect absRect    = this.UnclippedPixelRect;
            int  newTop     = (int)(absRect.Bottom - height);
            int  newLeft    = (int)(absRect.Left + (absRect.Width - width) / 2);
            int  newBottom  = newTop + (int)height;
            int  newRight   = newLeft + (int)width;
            Rect newAbsRect = new Rect(newLeft, newRight, newTop, newBottom);

            SetAreaRect(newAbsRect);

            Rect clipper = newAbsRect.GetIntersection(this.PixelRect);

            textColors.SetAlpha(EffectiveAlpha);

            // The z value for this will be slightly less, so that the text
            // is in front of the background
            textFont.DrawText(
                message,
                this.UnclippedInnerRect,
                this.ZValue - Renderer.GuiZLayerStep,
                clipper,
                horzFormatting,
                textColors);
        }