/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public override void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { Path.MoveTo(PathState.Add0(this.xCoordinate, this.yCoordinate)); } }
/// <summary> /// Get image expand/collapse state. /// </summary> /// <returns></returns> public Image GetImageFromCurrentState(DrawingState state) { if (State == EState.Collapsed) { switch (state) { case DrawingState.Normal: return(Appearance.NormalImageCollapsed); case DrawingState.Over: return(Appearance.OverImageCollapsed); default: return(Appearance.NormalImageCollapsed); } } else { switch (state) { case DrawingState.Normal: return(Appearance.NormalImageExpanded); case DrawingState.Over: return(Appearance.OverImageExpanded); default: return(Appearance.NormalImageExpanded); } } }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public virtual void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.CloseLoop(); } }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public virtual void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { PathState.CloseLoop(); } }
public List <int> GetPath(List <int> listNumber, DateTime initialDate, DateTime finalDate, DrawType type) { var filterbyDate = new DrawingResultFilterByDate(_repository, initialDate, finalDate); DrawingState state = (DrawingState)Enum.Parse(typeof(DrawingState), type.ToString()); var filterByeType = new DrawingResultFilterByType(filterbyDate, state); var drawingList = filterByeType.Filter().OrderBy(d => d.Date).ToList(); List <int> list = new List <int>(); int days = 0; DateTime iniDate = initialDate; foreach (var drawing in drawingList) { if (IsMemberDrawing(drawing, listNumber)) { days = (int)drawing.Date.Subtract(iniDate).TotalDays; list.Add(days); days = 0; iniDate = drawing.Date; } } days = -1 * (int)drawingList.Last().Date.Subtract(iniDate).TotalDays; list.Add(days); return(list); }
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture) { var valueString = (string)value; DrawingState parammeter = (DrawingState)Enum.Parse(typeof(DrawingState), valueString); return(parammeter); }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public virtual void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { this.splineCurve = PathState.SetSplineVertex(this.xCoordinate, this.yCoordinate); } }
/// <summary> /// Measures layout entities and defines unassigned properties, related to dimensions. /// </summary> /// <param name="State">Current drawing state.</param> /// <returns>If layout contains relative sizes and dimensions should be recalculated.</returns> public override bool DoMeasureDimensions(DrawingState State) { bool Relative = base.DoMeasureDimensions(State); this.cellLayout = this.GetCellLayout(State); if (this.HasChildren) { foreach (ILayoutElement Child in this.Children) { if (!Child.IsVisible) { continue; } if (Child is IDynamicChildren DynamicChildren) { foreach (ILayoutElement Child2 in DynamicChildren.DynamicChildren) { this.cellLayout.Add(Child2); } } else { this.cellLayout.Add(Child); } } this.cellLayout.Flush(); } return(Relative); }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.TurnTowardsRel(this.xCoordinate, this.yCoordinate); } }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public override void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.AddSplineVertex(this.xCoordinate, this.yCoordinate); } }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> public override void Draw(DrawingState State) { if (this.activeCase?.IsVisible ?? false) { this.activeCase.Draw(State); } }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.Forward(this.dist); } }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { PathState.TurnRight(this.angle); } }
/// <summary> /// Measures layout entities and defines unassigned properties, related to dimensions. /// </summary> /// <param name="State">Current drawing state.</param> /// <returns>If layout contains relative sizes and dimensions should be recalculated.</returns> public override bool DoMeasureDimensions(DrawingState State) { bool Relative = base.DoMeasureDimensions(State); if (!this.evaluated) { foreach (Case Case in this.cases) { object Result = Case.ConditionAttribute?.Evaluate(State.Session); if (Result is bool b && b) { this.activeCase = Case; break; } } if (this.activeCase is null) { this.activeCase = this.otherwise; } this.evaluated = true; } if (this.activeCase?.MeasureDimensions(State) ?? false) { Relative = true; } return(Relative); }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.TurnRight(this.angle); } }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public override void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { this.splineCurve = PathState.AddSplineVertex(this.xCoordinate, this.yCoordinate); } }
/// <summary> /// Measures layout entities and defines unassigned properties. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> public virtual void Measure(DrawingState State, PathState PathState) { if (this.defined) { PathState.Set(this.xCoordinate, this.yCoordinate); } }
}//eom protected override void Initialize() { graphics.PreferredBackBufferWidth = WindowWidth; graphics.PreferredBackBufferHeight = WindowHeight; graphics.ApplyChanges(); //Setup Camera camTarget = new Vector3(0f, 0f, 0f); camPosition = new Vector3(0f, 0f, -600f); projectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45f), GraphicsDevice.DisplayMode.AspectRatio, 1f, 1000f); viewMatrix = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up);// Y up worldMatrix = Matrix.CreateWorld(camTarget, Vector3.Forward, Vector3.Up); //BasicEffect basicEffect = new BasicEffect(GraphicsDevice) { Alpha = 1.0f, VertexColorEnabled = true, LightingEnabled = false }; //Geometry - Face face = new VertexPositionColor[36]; face = MakeCube(); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), 36, BufferUsage.WriteOnly); vertexBuffer.SetData(face); // initialize the ball ball = new Ball(SetRandomLocation(), SetRandomVelocity()); drawingState = DrawingState.Initialize; base.Initialize(); }//eom
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { PathState.TurnTowardsRel(this.xCoordinate, this.yCoordinate); } }
}//eom #endregion #region Game Methods protected override void Initialize() { graphics.PreferredBackBufferWidth = WindowWidth; graphics.PreferredBackBufferHeight = WindowHeight; graphics.ApplyChanges(); gameBoundingBox = new Rectangle(0, 0, WindowWidth, WindowHeight); drawingState = DrawingState.Initialize; // for parabolic motion velocity = Vector3.Zero; pointPosition = new Vector3(launchPoint.X, WindowHeight - launchPoint.Y, launchPoint.Z); firingAngle = 45.0f; firingMagnitude = 100.0f; twoDObject = new TwoDObject(new Vector2(pointPosition.X, pointPosition.Y), 1.0f); basicEffect = new BasicEffect(graphics.GraphicsDevice); basicEffect.VertexColorEnabled = true; basicEffect.Projection = Matrix.CreateOrthographicOffCenter (0, graphics.GraphicsDevice.Viewport.Width, // left, right graphics.GraphicsDevice.Viewport.Height, 0, // bottom, top 0, 1); // near, far plane SetVertices(); pathVertices = new List <VertexPositionColor>(); base.Initialize(); }//eom
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public virtual void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { this.P1 = Path.LastPoint; Path.LineTo(this.P2 = PathState.Forward(this.dist)); } }
public override void ChangeState(DrawingState drawingState) { base.ChangeState(drawingState); foreach (DrawingObject obj in this.listDrawingObjects) { obj.ChangeState(drawingState); } }
public override void ChangeState(DrawingState state) { foreach (DrawingObject obj in memberGroup) { obj.ChangeState(state); } this.state = state; }
/// <summary> /// Draws layout entities. /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="PathState">Current path state.</param> /// <param name="Path">Path being generated.</param> public virtual void Draw(DrawingState State, PathState PathState, SKPath Path) { if (this.defined) { PathState.Set0(this.xCoordinate, this.yCoordinate); Path.MoveTo(this.xCoordinate, this.yCoordinate); } }
public static DrawingState getInstance() { if (instance == null) { instance = new EditState(); } return(instance); }
public static DrawingState GetInstance() { if (instance == null) { instance = new IntersectState(); } return(instance); }
public static DrawingState GetInstance() { if (instance == null) { instance = new FreeHandDrawingState(); } return(instance); }
/// <summary> /// Draws shape as a head /// </summary> /// <param name="State">Current drawing state.</param> /// <param name="DirectedElement">Directed element.</param> /// <param name="DefaultPen">Default pen, if any, null otherwise</param> /// <param name="DefaultFill">Default fill, if any, null otherwise.</param> public void DrawHead(DrawingState State, IDirectedElement DirectedElement, SKPaint DefaultPen, SKPaint DefaultFill) { if (DirectedElement.TryGetEnd(out float X, out float Y, out float Direction)) { this.Draw(State, DefaultPen, DefaultFill, X, Y, Direction); } }
/// <summary> /// Measures layout entities and defines unassigned properties, related to positions. /// </summary> /// <param name="State">Current drawing state.</param> public override void MeasurePositions(DrawingState State) { base.MeasurePositions(State); this.cellLayout?.MeasurePositions(State); this.cellLayout?.Distribute(true); this.measured = this.cellLayout?.Align(); }
public static DrawingState GetInstance() { if (instance == null) { instance = new PreviewState(); } return(instance); }
public Drawing Play() { if (!Prefab) { Debug.LogError("Got a bad prefab from " + Path); return null; } State = DrawingState.Playing; var instance = Object.Instantiate(Prefab); m_Drawing = instance.GetOrAddComponent<Drawing>(); m_Drawing.Play(this); return m_Drawing; }
public DrawingManager(DeviceManager deviceManager) { _device = deviceManager.Device; _context = deviceManager.Context; _vertexLayouts = deviceManager.VertexLayouts; var effect = deviceManager.Effect; _standardSmooth = effect.GetTechniqueByName("Standard|Smooth"); _standardFlat = effect.GetTechniqueByName("Standard|Flat"); _standardWireframe = effect.GetTechniqueByName("Standard|Wireframe"); _prelitSmooth = effect.GetTechniqueByName("Prelit|Smooth"); _prelitFlat = effect.GetTechniqueByName("Prelit|Flat"); _prelitWireframe = effect.GetTechniqueByName("Prelit|Wireframe"); _worldMatrix = effect.GetVariableByName("g_WorldMatrix").AsMatrix(); _postWorldMatrix = effect.GetVariableByName("g_PostWorldMatrix").AsMatrix(); _viewMatrix = effect.GetVariableByName("g_ViewMatrix").AsMatrix(); _projectionMatrix = effect.GetVariableByName("g_ProjectionMatrix").AsMatrix(); _color = effect.GetVariableByName("g_Color").AsVector(); _opacity = effect.GetVariableByName("g_Opacity").AsScalar(); _ambient = effect.GetVariableByName("g_Ambient").AsScalar(); _diffuse = effect.GetVariableByName("g_Diffuse").AsScalar(); _texture = effect.GetVariableByName("g_Texture").AsShaderResource(); _mask = effect.GetVariableByName("g_Mask").AsShaderResource(); _textureSampler = effect.GetVariableByName("g_TextureSampler").AsSampler(); _hasTexture = effect.GetVariableByName("g_HasTexture").AsScalar(); _hasMask = effect.GetVariableByName("g_HasMask").AsScalar(); _isInstanced = effect.GetVariableByName("g_IsInstanced").AsScalar(); _isColorTinted = effect.GetVariableByName("g_IsColorTinted").AsScalar(); _globalLight = effect.GetVariableByName("g_GlobalLight"); _lightViewProjectionMatrix = effect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix(); //Set the states to Unknown initially. _currentDrawingState = DrawingState.Unknown; _currentTopologyState = PrimitiveTopologyState.Unknown; //Set the default of the g_PostWorldMatrix to Identity, so it isn't required to be set. _postWorldMatrix.SetMatrix(Matrix.Identity); //Setup shadow map technique. var shadowEffect = deviceManager.ShadowEffect; _shadowMapStandard = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Standard"); _shadowMapPrelit = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Prelit"); _isShadowInstanced = shadowEffect.GetVariableByName("g_IsInstanced").AsScalar(); _shadowWorldMatrix = shadowEffect.GetVariableByName("g_WorldMatrix").AsMatrix(); _shadowHasMask = shadowEffect.GetVariableByName("g_HasMask").AsScalar(); _shadowMask = shadowEffect.GetVariableByName("g_Mask").AsShaderResource(); _shadowLightViewProjectionMatrix = shadowEffect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix(); }
private void UpdateShadowState(bool isPrelit) { _currentDrawingState = DrawingState.Unknown; _currentTopologyState = PrimitiveTopologyState.Unknown; _context.InputAssembler.InputLayout = isPrelit ? _vertexLayouts.PrelitLayout : _vertexLayouts.StandardLayout; _currentTechnique = isPrelit ? _shadowMapPrelit : _shadowMapStandard; _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; }
private void UpdateState(DrawingState drawingState, PrimitiveTopologyState topologyState) { if (drawingState != _currentDrawingState) { _currentDrawingState = drawingState; switch (_currentDrawingState) { case DrawingState.Standard: _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout; _currentTechnique = _standardSmooth; break; case DrawingState.StandardFlat: _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout; _currentTechnique = _standardFlat; break; case DrawingState.StandardWirefame: _context.InputAssembler.InputLayout = _vertexLayouts.StandardLayout; _currentTechnique = _standardWireframe; break; case DrawingState.Prelit: _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout; _currentTechnique = _prelitSmooth; break; case DrawingState.PrelitFlat: _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout; _currentTechnique = _prelitFlat; break; case DrawingState.PrelitWireframe: _context.InputAssembler.InputLayout = _vertexLayouts.PrelitLayout; _currentTechnique = _prelitWireframe; break; default: throw new NotSupportedException(); } } if(topologyState != _currentTopologyState) { _currentTopologyState = topologyState; switch (_currentTopologyState) { case PrimitiveTopologyState.TriangleList: _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; break; case PrimitiveTopologyState.LineList: _context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList; break; } } }
public DrawingStyleTool(IDrawingFeatures drawingFeatures, DrawingState drawingState) { _drawingFeatures = drawingFeatures; _drawingState = drawingState; }
public DrawingEventArgs (DrawingState state) { this.DrawingState = state; }