public KeywordView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); bookshelf.Library.LanguageChanged += new ArtifactLibrary.ChangeLanguageHandler(Library_LanguageChanged); this.position = position; this.size = size; draggedText = null; titleText = new SelectableText(XNA.Font, "Keywords", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.8f, size.X, size.Y); WavyText.createAllLetters(bbshelf.Library.Artifacts); centerCircleRadius = 0.1f; relatedCircleRadius = centerCircleRadius * 0.5f; artifactCircles = new List<KeywordContainer>(); for (int i = 0; i < MAX_CIRCLES; i++) { KeywordContainer newContainer = new KeywordContainer(); newContainer.Circle = new SelectableEllipse(new Vector2(center.X, center.Y), relatedCircleRadius, centerCircleRadius * 0.05f, Color.White, new Color(1, 1, 1, 0), Color.Black, null); newContainer.Circle.TouchActivated += new TouchActivatedEventHandler(Circle_TouchActivated); newContainer.Circle.TouchReleased += new TouchReleaseEventHandler(Circle_TouchReleased); bookshelf.SelectableObjects.AddObject(newContainer.Circle); artifactCircles.Add(newContainer); } artifactCircles[CENTER_CIRCLE_ID].Circle.Radius = centerCircleRadius; PositionRelatedCircles(); }
public LanguageView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; this.position = position; this.size = size; Texture2D englishTexture = XNA.LoadTexture(BohemianArtifact.TexturePath + "en_flag.jpg"); englishCircle = new SelectableEllipse(new Vector2(0.25f, 0.25f), 0.225f, 0.01f, Color.White, Color.Gray, englishTexture); englishCircle.Alpha = unselectedAlpha; englishCircle.TouchActivated += new TouchActivatedEventHandler(Circle_TouchActivated); englishCircle.TouchReleased += new TouchReleaseEventHandler(Circle_TouchReleased); bookshelf.SelectableObjects.AddObject(englishCircle); Texture2D frenchTexture = XNA.LoadTexture(BohemianArtifact.TexturePath + "fr_flag.jpg"); frenchCircle = new SelectableEllipse(new Vector2(0.75f, 0.25f), 0.225f, 0.01f, Color.White, Color.Gray, frenchTexture); frenchCircle.Alpha = unselectedAlpha; frenchCircle.TouchActivated += new TouchActivatedEventHandler(Circle_TouchActivated); frenchCircle.TouchReleased += new TouchReleaseEventHandler(Circle_TouchReleased); bookshelf.SelectableObjects.AddObject(frenchCircle); if (Artifact.CurrentLanguage == Artifact.LANGUAGE_ENGLISH) englishCircle.Alpha = selectedAlpha; else frenchCircle.Alpha = selectedAlpha; }
public DetailsView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); bookshelf.Library.LanguageChanged += new ArtifactLibrary.ChangeLanguageHandler(Library_LanguageChanged); this.position = position; this.size = size; font = bookshelf.Content.Load<SpriteFont>("Arial"); titleText = new SelectableText(font, "Details", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.8f, size.X, size.Y); boundingBox = new BoundingBox(new Vector3(0, 0, 0), new Vector3(1, 1, 0), Color.Black, 0.005f); roundedBox = new RoundedBoundingBox(new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Color(200, 200, 200), 0.008f, this); float maxWidth = 0.5f; // as a percentage of the width of the details box maxImageBox = new SelectableQuad(new Vector2(0, 0), new Vector2(maxWidth, maxWidth * size.X / size.Y), Color.White); rotationRange = new FloatRange(0, 10, 1, (float)(-Math.PI / 24), (float)(Math.PI / 24)); batch = new SpriteBatch(XNA.GraphicsDevice); headerScale = 0.9f; subheaderScale = 0.7f; bodyScale = 0.55f; heightOfBodyLine = font.MeasureString("Eg").Y * bodyScale; // Eg = a high capital letter + low-hanging lowercase to fill the space heightofSpaceBetweenLines = font.MeasureString("Eg\nEg").Y * bodyScale - 2 * heightOfBodyLine; //setLengths(bbshelf.Library.Artifacts); // for debugging maxImageBox.TouchReleased += new TouchReleaseEventHandler(maxImageBox_TouchReleased); //bbshelf.SelectableObjects.AddObject(maxImageBox); // for debugging }
public TimelineView(BohemianArtifact bbshelf, Vector3 p, Vector3 s) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); position = p; size = s; font = bookshelf.Content.Load<SpriteFont>("Kootenay"); lineBookTable = new Hashtable(); CreateLinesFromBooks(); cross1 = new SelectableLine(new Vector3(0, 0.2f, 0), new Vector3(0, 0.9f, 0), Color.Blue, 10); cross2 = new SelectableLine(new Vector3(1, 0.2f, 0), new Vector3(1, 0.9f, 0), Color.Red, 10); titleText = new SelectableText(font, "Timeline View", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.5f, size.X, size.Y); topBar = new SelectableQuad(new Vector2(0, 0.1f), new Vector2(1, 0.1f), Color.LightGray); bookshelf.SelectableObjects.AddObject(topBar); bottomBar = new SelectableQuad(new Vector2(0, 0.9f), new Vector2(1, 0.1f), Color.LightGray); bookshelf.SelectableObjects.AddObject(bottomBar); topOffset = 0; bottomOffset = 1; }
public MaterialsView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); this.position = position; this.size = size; titleText = new SelectableText(XNA.Font, "Materials", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.8f, size.X, size.Y); // the border circle that encases the centre and separates the tiers borderCircle = new SelectableBlob(circleCenter, (float)Math.PI, BORDER_RADIUS * 0.01f, BORDER_RADIUS, 0, Color.Black, Color.Black, Color.Black, null); // create the steam paths steamPaths = new SteamPath[numSteam]; steamSpeed = 5; Color steamColor = new Color(0.95f, 0.95f, 0.95f); float steamWidth = 0.03f; float steamFade = 0.025f; // start from the center and work outwards steamPaths[0] = new SteamPath(new Vector2(0.5f, circleCenter.Y), new Vector2(0.58f, 0.0f), -0.015f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[1] = new SteamPath(new Vector2(0.6f, circleCenter.Y), new Vector2(0.75f, 0.025f), -0.03f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[2] = new SteamPath(new Vector2(0.4f, circleCenter.Y), new Vector2(0.3f, 0.025f), 0.04f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[3] = new SteamPath(new Vector2(0.3f, circleCenter.Y), new Vector2(0.1f, 0.1f), 0.07f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[4] = new SteamPath(new Vector2(0.7f, circleCenter.Y), new Vector2(0.95f, 0.1f), -0.06f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[5] = new SteamPath(new Vector2(0.8f, circleCenter.Y), new Vector2(1.0f, 0.35f), -0.05f, steamWidth, steamFade, steamColor, steamColor, Color.White); steamPaths[6] = new SteamPath(new Vector2(0.2f, circleCenter.Y), new Vector2(0.0f, 0.3f), 0.05f, steamWidth, steamFade, steamColor, steamColor, Color.White); animationTimer = new Timer(0.4f); animationTimer.FinishEvent += new TimerFinished(AnimationTimerFinished); //materialTexts = new Dictionary<string, SelectableText>(); //LoadMaterialTexts(); //materialTextures = new Dictionary<string, Texture2D>(); //LoadMaterialTextures(); materialColors = new Dictionary<Material, Color>(); LoadMaterialColors(); // a list of materials that are selected materialConstraints = new List<Material>(); artifactList = new List<ArtifactContainer>(); CreateArtifactList(); UpdateArtifactsFromConstraints(); RepositionArtifacts(); // create the list of materials materialList = new List<MaterialContainer>(); CreateMaterialBlobs(); RepositionBlobs(); animationTimer.Start(); }
static void Main() { // Disable the WinForms unhandled exception dialog. // SurfaceShell will notify the user. Application.SetUnhandledExceptionMode(UnhandledExceptionMode.ThrowException); using (BohemianArtifact app = new BohemianArtifact()) { app.Run(); } }
public MaterialsView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); this.position = position; this.size = size; titleText = new SelectableText(XNA.Font, "Materials", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.8f, size.X, size.Y); // create a list of tier boundaries tierBoundaries = new Tier[MAX_TIERS]; tierBoundaries[0] = new Tier(0, 0.25f); tierBoundaries[1] = new Tier(0.275f, 0.02f); tierBoundaries[2] = new Tier(0.325f, 0.020f); tierBoundaries[3] = new Tier(0.375f, 0.020f); tierBoundaries[4] = new Tier(0.425f, 0.020f); // and a list of materials that were previously selected materialConstraints = new List<string>(); // and the list of tiers, including the center materialTiers = new List<ArrayList>(); // the border circle that encases the centre and separates the tiers borderCircle = new SelectableEllipse(new Vector2(center.X, center.Y), tierBoundaries[0].CircleRadius, 0.01f, Color.White, Color.Gray, null); animationTimer = new Timer(0.5f); animationTimer.FinishEvent += new TimerFinished(AnimationTimerFinished); materialColors = new Dictionary<string, Color>(); materialTextures = new Dictionary<string, Texture2D>(); LoadMaterialTextures(); materialTexts = new Dictionary<string, SelectableText>(); LoadMaterialTexts(); CreateMaterialBlobs(); PackAllTiers(); animationTimer.Start(); }
public TimelineView(BohemianArtifact bbshelf, Vector3 position, Vector3 size) { bookshelf = bbshelf; bookshelf.Library.SelectedArtifactChanged += new ArtifactLibrary.SelectedArtifactHandler(library_SelectedArtifactChanged); this.position = position; this.size = size; // create left and right white fadeouts leftWhiteVertices = new VertexPositionColor[6]; leftWhiteVertices[0] = new VertexPositionColor(new Vector3(-2, 0, 0), Color.White); leftWhiteVertices[1] = new VertexPositionColor(new Vector3(0, 0, 0), Color.White); leftWhiteVertices[2] = new VertexPositionColor(new Vector3(0.005f, 0, 0), Color.Transparent); leftWhiteVertices[3] = new VertexPositionColor(new Vector3(0.005f, 1, 0), Color.Transparent); leftWhiteVertices[4] = new VertexPositionColor(new Vector3(0, 1, 0), Color.White); leftWhiteVertices[5] = new VertexPositionColor(new Vector3(-2, 1, 0), Color.White); rightWhiteVertices = new VertexPositionColor[6]; rightWhiteVertices[0] = new VertexPositionColor(new Vector3(1 - 0.005f, 0, 0), Color.Transparent); rightWhiteVertices[1] = new VertexPositionColor(new Vector3(1, 0, 0), Color.White); rightWhiteVertices[2] = new VertexPositionColor(new Vector3(3, 0, 0), Color.White); rightWhiteVertices[3] = new VertexPositionColor(new Vector3(3, 1, 0), Color.White); rightWhiteVertices[4] = new VertexPositionColor(new Vector3(1, 1, 0), Color.White); rightWhiteVertices[5] = new VertexPositionColor(new Vector3(1 - 0.005f, 1, 0), Color.Transparent); hexWhiteIndices = new int[12]; hexWhiteIndices[0] = 0; hexWhiteIndices[1] = 1; hexWhiteIndices[2] = 4; hexWhiteIndices[3] = 4; hexWhiteIndices[4] = 5; hexWhiteIndices[5] = 0; hexWhiteIndices[6] = 1; hexWhiteIndices[7] = 2; hexWhiteIndices[8] = 3; hexWhiteIndices[9] = 3; hexWhiteIndices[10] = 4; hexWhiteIndices[11] = 1; // create left and right black quads leftBlackVertices = new VertexPositionColor[4]; leftBlackVertices[0] = new VertexPositionColor(new Vector3(-2, 0, 0), Color.Black); leftBlackVertices[1] = new VertexPositionColor(new Vector3(0, 0, 0), Color.Black); leftBlackVertices[2] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Black); leftBlackVertices[3] = new VertexPositionColor(new Vector3(-2, 1, 0), Color.Black); rightBlackVertices = new VertexPositionColor[4]; rightBlackVertices[0] = new VertexPositionColor(new Vector3(1, 0, 0), Color.Black); rightBlackVertices[1] = new VertexPositionColor(new Vector3(3, 0, 0), Color.Black); rightBlackVertices[2] = new VertexPositionColor(new Vector3(3, 1, 0), Color.Black); rightBlackVertices[3] = new VertexPositionColor(new Vector3(1, 1, 0), Color.Black); quadBlackIndices = new int[6]; quadBlackIndices[0] = 0; quadBlackIndices[1] = 1; quadBlackIndices[2] = 2; quadBlackIndices[3] = 2; quadBlackIndices[4] = 3; quadBlackIndices[5] = 0; titleText = new SelectableText(XNA.Font, "Timeline", new Vector3(0.4f, 0, 0), bookshelf.GlobalTextColor, Color.White); titleText.InverseScale(0.8f, size.X, size.Y); // arrays to hold tick marks for each timeline catalogTicks = new List<TimelineYearTick>(); useTicks = new List<TimelineYearTick>(); manufactureTicks = new List<TimelineYearTick>(); // create a line for each timeline, these will not be interactive elements catalogLine = new SelectableLine(new Vector3(0, catalogLineHeight, 0), new Vector3(1, catalogLineHeight, 0), Color.LightGray, lineThickness); useLine = new SelectableLine(new Vector3(0, useLineHeight, 0), new Vector3(1, useLineHeight, 0), Color.LightGray, lineThickness); manufactureLine = new SelectableLine(new Vector3(0, manufactureLineHeight, 0), new Vector3(1, manufactureLineHeight, 0), Color.LightGray, lineThickness); // underneath each timeline, there are three widgets to control zooming and traversing catalogWidgets = new SelectableLine[3]; useWidgets = new SelectableLine[3]; manufactureWidgets = new SelectableLine[3]; for (int i = 0; i < 3; i++) { // create interactive elements and add them to the object manager catalogWidgets[i] = new SelectableLine(new Vector3((float)i / 3, catalogLineHeight, 0), new Vector3((float)(i + 1) / 3, catalogLineHeight, 0), new Color(i * 255 / 2, 0, 0), lineThickness * 2); useWidgets[i] = new SelectableLine(new Vector3((float)i / 3, useLineHeight, 0), new Vector3((float)(i + 1) / 3, useLineHeight, 0), new Color(0, i * 255 / 2, 0), lineThickness * 2); manufactureWidgets[i] = new SelectableLine(new Vector3((float)i / 3, manufactureLineHeight, 0), new Vector3((float)(i + 1) / 3, manufactureLineHeight, 0), new Color(0, 0, i * 255 / 2), lineThickness * 2); catalogWidgets[i].TouchActivated += new TouchActivatedEventHandler(TimelineView_TouchActivated); useWidgets[i].TouchActivated += new TouchActivatedEventHandler(TimelineView_TouchActivated); manufactureWidgets[i].TouchActivated += new TouchActivatedEventHandler(TimelineView_TouchActivated); bookshelf.SelectableObjects.AddObject(catalogWidgets[i]); bookshelf.SelectableObjects.AddObject(useWidgets[i]); bookshelf.SelectableObjects.AddObject(manufactureWidgets[i]); } // the circles are test objects to show how the timeline range is being manipulated catalogCircles = new SelectableEllipse[2]; useCircles = new SelectableEllipse[2]; manufactureCircles = new SelectableEllipse[2]; // these arrays store the left/right for each timeline, along with a left/right offset that is used as a temp variable // the order is: L_RANGE, L_OFFSET, R_RANGE, R_OFFSET catalogTimelineRange = new float[4] { 0, 0, 1, 1 }; useTimelineRange = new float[4] { 0, 0, 1, 1 }; manufactureTimelineRange = new float[4] { 0, 0, 1, 1 }; catalogCircles[0] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Orange, Color.Black, null); catalogCircles[1] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Pink, Color.Black, null); useCircles[0] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Orange, Color.Black, null); useCircles[1] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Pink, Color.Black, null); manufactureCircles[0] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Orange, Color.Black, null); manufactureCircles[1] = new SelectableEllipse(Vector2.Zero, 0.01f, 0.001f, Color.Pink, Color.Black, null); topSorted = new List<KeyValuePair<TimelineContainer, float>>(); bottomSorted = new List<KeyValuePair<TimelineContainer, float>>(); timelineArtifactList = new List<TimelineContainer>(); lineArtifactDictionary = new Dictionary<SelectableLine, TimelineContainer>(); selectedContainer = null; highlightedContainer = null; relatedContainers = new List<TimelineContainer>(); InitializeTimelineList(); animationTimer = new Timer(0.5f); animationTimer.FinishEvent += new TimerFinished(AnimationTimerFinished); }