public void DrawFloatingMessage(Camera camera, string message, float factor) { BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles"); if (!camera.Eye.HasValue) { Vector2 position = camera.ViewportSize / 2f; position.X += 0.07f * camera.ViewportSize.X * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime); position.Y += 0.07f * camera.ViewportSize.Y * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime); FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 1, DepthStencilState.None, null, BlendState.AlphaBlend); int count = fontBatch2D.TriangleVertices.Count; fontBatch2D.QueueText(message, position, 0f, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero); fontBatch2D.TransformTriangles(camera.ViewportMatrix, count); fontBatch2D.Flush(); } else { Vector3 position2 = -4f * Vector3.UnitZ; position2.X += 0.28f * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime); position2.Y += 0.28f * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime); FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 1, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend); fontBatch3D.QueueText(message, position2, 0.008f * Vector3.UnitX, -0.008f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero); fontBatch3D.Flush(camera.ProjectionMatrix); } }
public void DrawMessage(Camera camera, string message, float factor) { BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles"); if (!camera.Eye.HasValue) { Vector2 position = new Vector2(camera.ViewportSize.X / 2f, camera.ViewportSize.Y - 25f); FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 0, DepthStencilState.None, null, BlendState.AlphaBlend); int count = fontBatch2D.TriangleVertices.Count; fontBatch2D.QueueText(message, position, 0f, Color.Gray * factor, TextAnchor.HorizontalCenter | TextAnchor.Bottom, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero); fontBatch2D.TransformTriangles(camera.ViewportMatrix, count); fontBatch2D.Flush(); } else { Vector3 position2 = -4f * Vector3.UnitZ + -0.24f / camera.ProjectionMatrix.M22 * 2f * Vector3.UnitY; FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 0, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend); fontBatch3D.QueueText(message, position2, 0.0104f * Vector3.UnitX, -0.0104f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero); fontBatch3D.Flush(camera.ProjectionMatrix); } }
public override void Draw(DrawContext dc) { Color color = Color * base.GlobalColorTransform; if (!string.IsNullOrEmpty(m_text)) { Vector2 position = new Vector2(0f - m_scroll, base.ActualSize.Y / 2f); SamplerState samplerState = TextureLinearFilter ? SamplerState.LinearClamp : SamplerState.PointClamp; FontBatch2D fontBatch2D = dc.PrimitivesRenderer2D.FontBatch(Font, 1, DepthStencilState.None, null, null, samplerState); int count = fontBatch2D.TriangleVertices.Count; fontBatch2D.QueueText(Text, position, 0f, color, TextAnchor.VerticalCenter, new Vector2(FontScale), FontSpacing); fontBatch2D.TransformTriangles(base.GlobalTransform, count); } if (!m_hasFocus || !(MathUtils.Remainder(Time.RealTime - m_focusStartTime, 0.5) < 0.25)) { return; } float num = Font.CalculateCharacterPosition(Text, CaretPosition, new Vector2(FontScale), FontSpacing); Vector2 v = new Vector2(0f, base.ActualSize.Y / 2f) + new Vector2(num - m_scroll, 0f); if (m_hasFocus) { if (v.X < 0f) { m_scroll = MathUtils.Max(m_scroll + v.X, 0f); } if (v.X > base.ActualSize.X) { m_scroll += v.X - base.ActualSize.X + 1f; } } FlatBatch2D flatBatch2D = dc.PrimitivesRenderer2D.FlatBatch(1, DepthStencilState.None); int count2 = flatBatch2D.TriangleVertices.Count; flatBatch2D.QueueQuad(v - new Vector2(0f, Font.GlyphHeight / 2f * FontScale * Font.Scale), v + new Vector2(1f, Font.GlyphHeight / 2f * FontScale * Font.Scale), 0f, color); flatBatch2D.TransformTriangles(base.GlobalTransform, count2); }
public override void Draw(DrawContext dc) { if (!string.IsNullOrEmpty(Text) && Color.A != 0) { SamplerState samplerState = TextureLinearFilter ? SamplerState.LinearClamp : SamplerState.PointClamp; FontBatch2D fontBatch2D = dc.PrimitivesRenderer2D.FontBatch(Font, 1, DepthStencilState.None, null, null, samplerState); int count = fontBatch2D.TriangleVertices.Count; float num = 0f; if ((TextAnchor & TextAnchor.VerticalCenter) != 0) { float num2 = Font.GlyphHeight * FontScale * Font.Scale + (float)(m_lines.Count - 1) * ((Font.GlyphHeight + Font.Spacing.Y) * FontScale * Font.Scale + FontSpacing.Y); num = (base.ActualSize.Y - num2) / 2f; } else if ((TextAnchor & TextAnchor.Bottom) != 0) { float num3 = Font.GlyphHeight * FontScale * Font.Scale + (float)(m_lines.Count - 1) * ((Font.GlyphHeight + Font.Spacing.Y) * FontScale * Font.Scale + FontSpacing.Y); num = base.ActualSize.Y - num3; } TextAnchor anchor = TextAnchor & ~(TextAnchor.VerticalCenter | TextAnchor.Bottom); Color color = Color * base.GlobalColorTransform; float num4 = CalculateLineHeight(); foreach (string line in m_lines) { float x = 0f; if ((TextAnchor & TextAnchor.HorizontalCenter) != 0) { x = base.ActualSize.X / 2f; } else if ((TextAnchor & TextAnchor.Right) != 0) { x = base.ActualSize.X; } bool flag = true; Vector2 vector = Vector2.Zero; float angle = 0f; if (TextOrientation == TextOrientation.Horizontal) { vector = new Vector2(x, num); angle = 0f; _ = Display.ScissorRectangle; flag = true; } else if (TextOrientation == TextOrientation.VerticalLeft) { vector = new Vector2(x, base.ActualSize.Y + num); angle = MathUtils.DegToRad(-90f); flag = true; } if (flag) { if (DropShadow) { fontBatch2D.QueueText(line, vector + 1f * new Vector2(FontScale), 0f, new Color((byte)0, (byte)0, (byte)0, color.A), anchor, new Vector2(FontScale), FontSpacing, angle); } fontBatch2D.QueueText(line, vector, 0f, color, anchor, new Vector2(FontScale), FontSpacing, angle); } num += num4; } fontBatch2D.TransformTriangles(base.GlobalTransform, count); } }