示例#1
0
        public override void Draw(SpriteBatchUI spriteBatch, Point position)
        {
            AEntity player = WorldModel.Entities.GetPlayerEntity();
            float x = (float)Math.Round((player.Position.X % 256) + player.Position.X_offset) / 256f;
            float y = (float)Math.Round((player.Position.Y % 256) + player.Position.Y_offset) / 256f;
            Vector3 playerPosition = new Vector3(x - y, x + y, 0f);
            float minimapU = (m_GumpTexture.Width / 256f) / 2f;
            float minimapV = (m_GumpTexture.Height / 256f) / 2f;

            VertexPositionNormalTextureHue[] v = new VertexPositionNormalTextureHue[4]
            {
                new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y, 0), playerPosition + new Vector3(-minimapU, -minimapV, 0), new Vector3(0, 0, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X + Width, position.Y, 0), playerPosition + new Vector3(minimapU, -minimapV, 0), new Vector3(1, 0, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y + Height, 0), playerPosition + new Vector3(-minimapU, minimapV, 0), new Vector3(0, 1, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X + Width, position.Y + Height, 0), playerPosition + new Vector3(minimapU, minimapV, 0), new Vector3(1, 1, 0))
            };

            spriteBatch.Draw(m_GumpTexture, v, Techniques.MiniMap);

            if (UltimaGame.TotalMS % 500f < 250f)
            {
                if (m_PlayerIndicator == null)
                {
                    m_PlayerIndicator = new Texture2D(spriteBatch.GraphicsDevice, 1, 1);
                    m_PlayerIndicator.SetData<uint>(new uint[1] { 0xFFFFFFFF });
                }
                spriteBatch.Draw2D(m_PlayerIndicator, new Vector3(position.X + Width / 2, position.Y + Height / 2 - 8, 0), Vector3.Zero);
            }
        }
示例#2
0
 public bool Draw2D(Texture2D texture, Vector3 position, Vector3 hue)
 {
     m_AllocatedVertices[0]     = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
     m_AllocatedVertices[1]     = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
     m_AllocatedVertices[2]     = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
     m_AllocatedVertices[3]     = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));
     m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
     return(DrawSprite(texture, m_AllocatedVertices));
 }
示例#3
0
 public bool Draw2D(Texture2D texture, Vector3 position, Vector3 hue)
 {
     m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
     m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
     m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
     m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));
     m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
     return DrawSprite(texture, m_AllocatedVertices);
 }
示例#4
0
 protected override void Pick(MouseOverList mouseOver, VertexPositionNormalTextureHue[] vertexBuffer)
 {
     int x = mouseOver.MousePosition.X - (int)vertexBuffer[0].Position.X;
     int y = mouseOver.MousePosition.Y - (int)vertexBuffer[0].Position.Y;
     if (Provider.IsPointInItemTexture(m_DisplayItemID, x, y, 1))
     {
         mouseOver.AddItem(Entity, vertexBuffer[0].Position);
     }
 }
示例#5
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Vector3 hue)
        {
            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return(DrawSprite(texture, m_AllocatedVertices));
        }
示例#6
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Vector3 hue)
        {
            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return DrawSprite(texture, m_AllocatedVertices);
        }
示例#7
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Rectangle sourceRect, Vector3 hue)
        {
            float minX = sourceRect.X / (float)texture.Width, maxX = (sourceRect.X + sourceRect.Width) / (float)texture.Width;
            float minY = sourceRect.Y / (float)texture.Height, maxY = (sourceRect.Y + sourceRect.Height) / (float)texture.Height;

            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(minX, minY, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(maxX, minY, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(minX, maxY, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(maxX, maxY, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return(DrawSprite(texture, m_AllocatedVertices));
        }
示例#8
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Rectangle sourceRect, Vector3 hue)
        {
            float minX = sourceRect.X / (float)texture.Width, maxX = (sourceRect.X + sourceRect.Width) / (float)texture.Width;
            float minY = sourceRect.Y / (float)texture.Height, maxY = (sourceRect.Y + sourceRect.Height) / (float)texture.Height;

            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(minX, minY, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(maxX, minY, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(minX, maxY, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(maxX, maxY, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return DrawSprite(texture, m_AllocatedVertices);
        }
示例#9
0
 protected void Pick(MouseOverList mouseOverList, VertexPositionNormalTextureHue[] vertexBuffer)
 {
     if ((mouseOverList.PickType & PickType) == PickType)
     {
         if (((!DrawFlip) && mouseOverList.IsMouseInObject(vertexBuffer[0].Position, vertexBuffer[3].Position)) ||
             ((DrawFlip) && mouseOverList.IsMouseInObject(vertexBuffer[2].Position, vertexBuffer[1].Position)))
         {
             MouseOverItem item;
             if (!DrawFlip)
             {
                 item = new MouseOverItem(DrawTexture, vertexBuffer[0].Position, Entity);
                 item.Vertices = new Vector3[4] { vertexBuffer[0].Position, vertexBuffer[1].Position, vertexBuffer[2].Position, vertexBuffer[3].Position };
             }
             else
             {
                 item = new MouseOverItem(DrawTexture, vertexBuffer[2].Position, Entity);
                 item.Vertices = new Vector3[4] { vertexBuffer[2].Position, vertexBuffer[0].Position, vertexBuffer[3].Position, vertexBuffer[1].Position };
                 item.FlippedTexture = true;
             }
             mouseOverList.Add2DItem(item);
         }
     }
 }
示例#10
0
 public void DrawStencil(Texture2D texture, VertexPositionNormalTextureHue[] vertices)
 {
     // Sanity: do not draw if there is no texture to draw with.
     if (texture == null)
         return;
     // set proper z depth for this shadow.
     vertices[0].Position.Z = vertices[1].Position.Z = vertices[2].Position.Z = vertices[3].Position.Z = GetNextUniqueZ();
 }
示例#11
0
        /// <summary>
        /// Draws a quad on screen with the specified texture and vertices.
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="vertices"></param>
        /// <returns>True if the object was drawn, false otherwise.</returns>
        public bool DrawSprite(Texture2D texture, VertexPositionNormalTextureHue[] vertices, Techniques effect = Techniques.Default)
        {
            bool draw = false;

            // Sanity: do not draw if there is no texture to draw with.
            if (texture == null)
                return false;

            // Check: only draw if the texture is within the visible area.
            for (int i = 0; i < 4; i++) // only draws a 2 triangle tristrip.
            {
                if (m_ViewportArea.Contains(vertices[i].Position) == ContainmentType.Contains)
                {
                    draw = true;
                    break;
                }
            }
            if (!draw)
                return false;

            // Set the draw position's z value, and increment the z value for the next drawn object.
            vertices[0].Position.Z = vertices[1].Position.Z = vertices[2].Position.Z = vertices[3].Position.Z = GetNextUniqueZ();

            // Get the vertex list for this texture. if none exists, dequeue existing or create a new vertex list.
            List<VertexPositionNormalTextureHue> vertexList = GetVertexList(texture, effect);

            // Add the drawn object to the vertex list.
            for(int i = 0; i < vertices.Length; i++)
                vertexList.Add(vertices[i]);

            return true;
        }
示例#12
0
        /// <summary>
        /// Draws a special 'shadow' sprite, automatically skewing the passed vertices.
        /// </summary>
        /// <param name="texture">The texture to draw with.</param>
        /// <param name="vertices">An array of four vertices. Note: modified by this routine.</param>
        /// <param name="drawPosition">The draw position at which this sprite begins (should be the center of an isometric tile for non-moving sprites).</param>
        /// <param name="flipVertices">See AEntityView.Draw(); this is equivalent to DrawFlip.</param>
        /// <param name="z">The z depth at which the shadow sprite should be placed.</param>
        public void DrawShadow(Texture2D texture, VertexPositionNormalTextureHue[] vertices, Vector2 drawPosition, bool flipVertices, float z)
        {
            // Sanity: do not draw if there is no texture to draw with.
            if (texture == null)
                return;
            // set proper z depth for this shadow.
            vertices[0].Position.Z = vertices[1].Position.Z = vertices[2].Position.Z = vertices[3].Position.Z = z;
            // skew texture
            float skewHorizTop = (vertices[0].Position.Y - drawPosition.Y) * .5f;
            float skewHorizBottom = (vertices[3].Position.Y - drawPosition.Y) * .5f;
            vertices[0].Position.X -= skewHorizTop;
            vertices[0].Position.Y -= skewHorizTop;
            vertices[flipVertices ? 2 : 1].Position.X -= skewHorizTop;
            vertices[flipVertices ? 2 : 1].Position.Y -= skewHorizTop;
            vertices[flipVertices ? 1 : 2].Position.X -= skewHorizBottom;
            vertices[flipVertices ? 1 : 2].Position.Y -= skewHorizBottom;
            vertices[3].Position.X -= skewHorizBottom;
            vertices[3].Position.Y -= skewHorizBottom;

            List<VertexPositionNormalTextureHue> vertexList;
            vertexList = GetVertexList(texture, Techniques.ShadowSet);
            for (int i = 0; i < vertices.Length; i++)
                vertexList.Add(vertices[i]);
        }
示例#13
0
        /// <summary>
        /// Draws a quad on screen with the specified texture and vertices.
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="vertices"></param>
        /// <returns>True if the object was drawn, false otherwise.</returns>
        public bool Draw(Texture2D texture, VertexPositionNormalTextureHue[] vertices, Techniques effects = Techniques.Default)
        {
            bool draw = false;

            // Check: do not draw if there is no texture to draw with.
            if (texture == null)
                return false;

            // Check: only draw if the texture is within the visible area.
            for (int i = 0; i < 4; i++) // only draws a 2 triangle tristrip.
            {
                if (ViewportArea.Contains(vertices[i].Position) == ContainmentType.Contains)
                {
                    draw = true;
                    break;
                }
            }
            if (!draw)
                return false;

            // Set the draw position's z value, and increment the z value for the next drawn object.
            vertices[0].Position.Z = vertices[1].Position.Z = vertices[2].Position.Z = vertices[3].Position.Z = Z++;

            // Get the vertex list for this texture. if none exists, dequeue or create a new vertex list.
            List<VertexPositionNormalTextureHue> vertexList;
            if(m_drawQueue[(int)effects].ContainsKey(texture))
            {
                vertexList = m_drawQueue[(int)effects][texture];
            }
            else
            {
                if(m_vertexListQueue.Count > 0)
                {
                    vertexList = m_vertexListQueue.Dequeue();
                    vertexList.Clear();
                }
                else
                {
                    vertexList = new List<VertexPositionNormalTextureHue>(1024);
                }
                m_drawQueue[(int)effects].Add(texture, vertexList);
            }

            // Add the drawn object to the vertex list.
            for(int i = 0; i < vertices.Length; i++)
                vertexList.Add(vertices[i]);

            return true;
        }
示例#14
0
 protected override void Pick(MouseOverList mouseOver, VertexPositionNormalTextureHue[] vertexBuffer)
 {
     // TODO: This is called when the tile is not stretched - just drawn as a 44x44 tile.
     // Because this is not written, no flat tiles can ever be picked.
 }
示例#15
0
 protected virtual void Pick(MouseOverList mouseOver, VertexPositionNormalTextureHue[] vertexBuffer)
 {
     // override this method if the view should be pickable.
 }