//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadTexture( "TopTexture" , ref m_top_texture_name , ref m_top_texture , "Graphics\\default" ); data.ReadTexture( "TopTextureNormalMap" , ref m_top_texture_normal_map_name , ref m_top_texture_normal_map , "Graphics\\default" ); data.ReadTexture( "MiddleTexture" , ref m_middle_texture_name , ref m_middle_texture , "Graphics\\default" ); data.ReadTexture( "MiddleTextureNormalMap" , ref m_middle_texture_normal_map_name , ref m_middle_texture_normal_map , "Graphics\\default" ); data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\default" ); data.ReadFloat("TextureRepeatsX" , ref m_tex_repeats_x ); // Get height of the top texture: int top_tex_h = 0; if ( m_top_texture != null ) { top_tex_h = m_top_texture.Height; } // Create the line representing the plane of the ground: where the top texture ends m_line = new Line ( PositionX - BoxDimensionsX , PositionY + BoxDimensionsY - top_tex_h , PositionX + BoxDimensionsX , PositionY + BoxDimensionsY - top_tex_h ); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml(XmlObjectData data) { // Call base class function base.ReadXml(data); // Read all data: data.ReadTexture( "Texture" , ref m_texture_name , ref m_texture , "Graphics\\default" ); data.ReadTexture( "NormalMap" , ref m_normal_map_name , ref m_normal_map , "Graphics\\default" ); data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadFloat( "RepeatWidth" , ref m_repeat_width , 32 ); data.ReadFloat( "ParallaxMultiplier" , ref m_parallax_multiplier , 0 ); data.ReadFloat( "TextureOffsetX" , ref m_texture_offset_x , 0 ); // Setup vertices for rendering: Setup(); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadTexture( "Texture" , ref m_texture_name , ref m_texture , "Graphics\\default" ); data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadFloat ( "SizeX" , ref m_size.X , 256 ); data.ReadFloat ( "SizeY" , ref m_size.Y , 256 ); data.ReadBool ( "FlipHorizontal" , ref m_flip_horizontal , false ); data.ReadBool ( "FlipVertical" , ref m_flip_vertical , false ); data.ReadFloat ( "HorizontalRepeats" , ref m_horizontal_repeats , 1 ); data.ReadFloat ( "VerticalRepeats" , ref m_vertical_repeats , 1 ); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml(XmlObjectData data) { // Call base class function base.ReadXml(data); // Read all data: data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadTexture( "CloudTexture1" , ref m_cloud_texture_1_name , ref m_cloud_texture_1 , "Graphics\\default" ); data.ReadTexture( "CloudTexture2" , ref m_cloud_texture_2_name , ref m_cloud_texture_2 , "Graphics\\default" ); data.ReadInt ( "CloudCount" , ref m_cloud_count , 16 ); data.ReadFloat ( "CloudScaleX_1" , ref m_cloud_x_scale_1 , 1 ); data.ReadFloat ( "CloudScaleY_1" , ref m_cloud_y_scale_1 , 1 ); data.ReadFloat ( "CloudScaleX_2" , ref m_cloud_x_scale_2 , 1 ); data.ReadFloat ( "CloudScaleY_2" , ref m_cloud_y_scale_2 , 1 ); data.ReadFloat ( "CloudOffsetY_1" , ref m_cloud_y_offset_1 , 0 ); data.ReadFloat ( "CloudOffsetY_2" , ref m_cloud_y_offset_2 , 0 ); data.ReadFloat ( "CloudSpeed_1" , ref m_cloud_speed_1 , 0.5f ); data.ReadFloat ( "CloudSpeed_2" , ref m_cloud_speed_2 , 0.5f ); data.ReadFloat ( "ParallaxMultiplier_1" , ref m_parallax_multiplier_1 , 0.25f ); data.ReadFloat ( "ParallaxMultiplier_2" , ref m_parallax_multiplier_2 , 0.25f ); // Create all the clouds: CreateClouds(); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadEffect ( "StringWobbleEffect" , ref m_string_wobble_effect_name , ref m_string_wobble_effect , "Effects\\textured" ); data.ReadTexture( "FillTexture" , ref m_fill_texture_name , ref m_fill_texture , "Graphics\\default" ); data.ReadTexture( "BarTexture" , ref m_bar_texture_name , ref m_bar_texture , "Graphics\\default" ); data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadString ( "StringName" , ref m_string_name , "No_String" ); data.ReadFloat ( "StringOffsetY" , ref m_string_offset_y , 32 ); data.ReadFloat ( "FillPaddingX" , ref m_fill_padding.X , 0 ); data.ReadFloat ( "FillPaddingY" , ref m_fill_padding.Y , 0 ); data.ReadFloat ( "MinimumValue" , ref m_minimum_value , 0.0f ); data.ReadFloat ( "MaximumValue" , ref m_maximum_value , 1.0f ); data.ReadFloat ( "CurrentValue" , ref m_current_value , 0.5f ); data.ReadFloat ( "ChangeSpeed" , ref m_change_speed , 1.0f ); data.ReadFloat ( "SizeX" , ref m_size.X , 128 ); data.ReadFloat ( "SizeY" , ref m_size.Y , 32 ); data.ReadFloat ( "ExpandTime" , ref m_expand_time , 1 ); data.ReadFloat ( "ExpansionX" , ref m_expansion.X , 16 ); data.ReadFloat ( "ExpansionY" , ref m_expansion.Y , 4 ); data.ReadFloat ( "StringExpansion" , ref m_string_expansion , 0 ); data.ReadFloat ( "HighlightWobbleSpeed" , ref m_highlight_wobble_speed , 0.01f ); data.ReadFloat ( "HighlightWobbleIntensity" , ref m_highlight_wobble_intensity , 8 ); data.ReadString ( "ValueChangedEvent" , ref m_value_changed_event , "" ); data.ReadString ( "BackEvent" , ref m_back_event , "" ); data.ReadString ( "FocusSound" , ref m_focus_sound , "" ); data.ReadString ( "UseSound" , ref m_use_sound , "" ); // If the minimum value is bigger the max then swap: if ( m_minimum_value > m_maximum_value ) { float t = m_minimum_value; m_minimum_value = m_maximum_value; m_maximum_value = t; } // Fill in the color and texture coordinates of the vertices for rendering: m_vertices[0].Color = Color.White; m_vertices[1].Color = Color.White; m_vertices[2].Color = Color.White; m_vertices[3].Color = Color.White; m_vertices[4].Color = Color.White; m_vertices[5].Color = Color.White; m_vertices[0].TextureCoordinate = Vector2.Zero; m_vertices[1].TextureCoordinate = Vector2.UnitY; m_vertices[2].TextureCoordinate = Vector2.UnitX; m_vertices[3].TextureCoordinate = Vector2.One; m_vertices[4].TextureCoordinate = Vector2.Zero; m_vertices[5].TextureCoordinate = Vector2.UnitY; // Read in font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_48px.xml" ); data.ReadFloat ( "PictureSizeX" , ref m_picture_size.X , 128 ); data.ReadFloat ( "PictureSizeY" , ref m_picture_size.Y , 128 ); data.ReadFloat ( "StringOffsetY" , ref m_string_offset_y , 0 ); data.ReadFloat ( "FadeTime" , ref m_fade_time , 0.25f ); data.ReadFloat ( "DisplayTime" , ref m_display_time , 2 ); data.ReadInt ( "StoryPartCount" , ref m_story_part_count , 1 ); // Read story data: if ( m_story_part_count > 0 ) { // Declare arrays for all the story pictures and strings: m_pictures = new Texture2D [ m_story_part_count ]; m_picture_names = new string [ m_story_part_count ]; m_story_strings = new string [ m_story_part_count ]; // Read each part of the story: the string and texture for ( int i = 0 ; i < m_story_part_count ; i++ ) { // Story part texture data.ReadTexture ( "StoryPicture" + (i+1).ToString() , ref m_picture_names[i] , ref m_pictures[i] , "Graphics\\default" ); // Story part string data.ReadString ( "StoryString" + (i+1).ToString() , ref m_story_strings[i] , "No_String" ); } } else { // No story: m_pictures = null; m_picture_names = null; m_story_strings = null; } // Read in font: m_font = new Font(m_font_name); // Fading in to current part: m_transition_state = TransitionState.SHOWING; m_current_state_time = 0; m_current_story_part = 0; }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base function base.ReadXml(data); // Read all data: data.ReadTexture( "Texture" , ref m_texture_name , ref m_texture , "Graphics\\default" ); data.ReadInt ( "StarCount" , ref m_star_count , 50 ); data.ReadFloat ( "StarSize1" , ref m_star_size_1 , 1.0f ); data.ReadFloat ( "StarSize2" , ref m_star_size_2 , 2.0f ); data.ReadFloat ( "StarColor1R" , ref m_star_color_1.X , 1.0f ); data.ReadFloat ( "StarColor1G" , ref m_star_color_1.Y , 1.0f ); data.ReadFloat ( "StarColor1B" , ref m_star_color_1.Z , 1.0f ); data.ReadFloat ( "StarColor1A" , ref m_star_color_1.W , 1.0f ); data.ReadFloat ( "StarColor2R" , ref m_star_color_2.X , 1.0f ); data.ReadFloat ( "StarColor2G" , ref m_star_color_2.Y , 1.0f ); data.ReadFloat ( "StarColor2B" , ref m_star_color_2.Z , 1.0f ); data.ReadFloat ( "StarColor2A" , ref m_star_color_2.W , 1.0f ); data.ReadFloat ( "ParallaxScale" , ref m_parallax_scale , 1.0f ); // Setup the stars SetupStars(); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml(XmlObjectData data) { // Call base class function base.ReadXml(data); // Read all data: data.ReadTexture( "Texture" , ref m_texture_name , ref m_texture , "Graphics\\default" ); data.ReadTexture( "NormalMap" , ref m_normal_map_name , ref m_normal_map , "Graphics\\default" ); data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadFloat( "Rotation" , ref m_rotation , 0 ); data.ReadBool ( "HorizontalFlip" , ref m_horizontal_flip , false ); data.ReadBool ( "VerticalFlip" , ref m_vertical_flip , false ); }