/// <summary> /// Render the clipping region of the provided <see cref="UIElement"/>. /// </summary> /// <param name="element">The element to render.</param> /// <param name="context">The rendering context containing information how to draw the element.</param> /// <remarks>The render target, the depth stencil buffer and the depth stencil state are already correctly set when entering this function. /// If the user wants to perform some intermediate rendering, it is his responsibility to bind them back correctly before the final rendering.</remarks> public virtual void RenderClipping(UIElement element, UIRenderingContext context, UIBatch Batch) { // Default implementation: render an back-face cube Batch.DrawBackground(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref blackColor, context.DepthBias); // increase the context depth bias for next elements. context.DepthBias += 1; }
private void RenderSelection(EditText editText, UIRenderingContext context, int start, int length, Color color, out float offsetTextStart, out float offsetAlignment, out float selectionSize, UIBatch Batch) { // calculate the size of the text region by removing padding var textRegionSize = new Vector2(editText.ActualWidth - editText.Padding.Left - editText.Padding.Right, editText.ActualHeight - editText.Padding.Top - editText.Padding.Bottom); var font = editText.Font; // determine the image to draw in background of the edit text var fontScale = editText.LayoutingContext.RealVirtualResolutionRatio; var provider = editText.IsSelectionActive ? editText.ActiveImage : editText.MouseOverState == MouseOverState.MouseOverElement ? editText.MouseOverImage : editText.InactiveImage; var image = provider?.GetSprite(); var fontSize = new Vector2(fontScale.Y * editText.ActualTextSize); offsetTextStart = font.MeasureString(editText.TextToDisplay, ref fontSize, start).X; selectionSize = font.MeasureString(editText.TextToDisplay, ref fontSize, start + length).X - offsetTextStart; var lineSpacing = font.GetTotalLineSpacing(editText.ActualTextSize); if (font.FontType == SpriteFontType.Dynamic) { offsetTextStart /= fontScale.X; selectionSize /= fontScale.X; } var scaleRatio = editText.ActualTextSize / font.Size; if (font.FontType != SpriteFontType.Dynamic) { offsetTextStart *= scaleRatio; selectionSize *= scaleRatio; lineSpacing *= editText.ActualTextSize / font.Size; } offsetAlignment = -textRegionSize.X / 2f; if (editText.TextAlignment != TextAlignment.Left) { var textWidth = font.MeasureString(editText.TextToDisplay, ref fontSize).X; if (font.FontType == SpriteFontType.Dynamic) { textWidth /= fontScale.X; } else { textWidth *= scaleRatio; } offsetAlignment = editText.TextAlignment == TextAlignment.Center ? -textWidth / 2 : -textRegionSize.X / 2f + (textRegionSize.X - textWidth); } var selectionWorldMatrix = editText.WorldMatrixInternal; selectionWorldMatrix.M41 += offsetTextStart + selectionSize / 2 + offsetAlignment; var selectionScaleVector = new Vector3(selectionSize, editText.LineCount * lineSpacing, 0); Batch.DrawRectangle(ref selectionWorldMatrix, ref selectionScaleVector, ref color, context.DepthBias + 1); }
public override void RenderColor(UIElement element, UIRenderingContext context) { base.RenderColor(element, context); var image = (ImageElement)element; var sprite = image.Source?.GetSprite(); if (sprite?.Texture == null) { return; } var color = element.RenderOpacity * image.Color; Batch.DrawImage(sprite.Texture, ref element.WorldMatrixInternal, ref sprite.RegionInternal, ref element.RenderSizeInternal, ref sprite.BordersInternal, ref color, context.DepthBias, sprite.Orientation); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var toggleButton = (ToggleButton)element; var sprite = GetToggleStateImage(toggleButton); if (sprite?.Texture == null) { return; } var color = new Color4(toggleButton.RenderOpacity); Batch.DrawImage(sprite.Texture, ref element.WorldMatrixInternal, ref sprite.RegionInternal, ref element.RenderSizeInternal, ref sprite.BordersInternal, ref color, context.DepthBias, sprite.Orientation); }
public override void RenderColor(UIElement element, UIRenderingContext context) { base.RenderColor(element, context); var decorator = (ContentDecorator)element; var sprite = decorator.BackgroundImage?.GetSprite(); if (sprite?.Texture == null) { return; } var color = element.RenderOpacity * Color.White; Batch.DrawImage(sprite.Texture, ref element.WorldMatrixInternal, ref sprite.RegionInternal, ref element.RenderSizeInternal, ref sprite.BordersInternal, ref color, context.DepthBias, sprite.Orientation); }
/// <summary> /// Render the provided <see cref="UIElement"/>. /// </summary> /// <param name="element">The element to render.</param> /// <param name="context">The rendering context containing information how to draw the element.</param> /// <remarks>The render target, the depth stencil buffer and the depth stencil state are already correctly set when entering this function. /// If the user wants to perform some intermediate rendering, it is his responsibility to bind them back correctly before the final rendering.</remarks> public virtual void RenderColor(UIElement element, UIRenderingContext context) { var backgroundColor = element.RenderOpacity * element.BackgroundColor; // optimization: don't draw the background if transparent if (backgroundColor == new Color()) { return; } // Default implementation: render an back-face cube with background color Batch.DrawBackground(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref backgroundColor, context.DepthBias); // increase depth bias value so that next elements renders on top of it. context.DepthBias += 1; }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var button = (Button)element; var sprite = button.ButtonImage; if (sprite?.Texture == null) { return; } var color = element.RenderOpacity * Color.White; Batch.DrawImage(sprite.Texture, ref element.WorldMatrixInternal, ref sprite.RegionInternal, ref element.RenderSizeInternal, ref sprite.BordersInternal, ref color, context.DepthBias, sprite.Orientation); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var image = (ImageElement)element; var sprite = image.Source?.GetSprite(); if (sprite?.Texture == null) { return; } float finalOpacity = element.RenderOpacity * image.Tint.A; var color = new Color4(image.Tint.R * finalOpacity, image.Tint.G * finalOpacity, image.Tint.B * finalOpacity, finalOpacity); Batch.DrawImage(sprite.Texture, ref element.WorldMatrixInternal, ref sprite.RegionInternal, ref element.RenderSizeInternal, ref sprite.BordersInternal, ref color, context.DepthBias, sprite.Orientation); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var bar = (ScrollBar)element; // round the size of the bar to nearest pixel modulo to avoid to have a bar varying by one pixel length while scrolling var barSize = bar.RenderSizeInternal; var realVirtualRatio = bar.LayoutingContext.RealVirtualResolutionRatio; for (var i = 0; i < 2; i++) { barSize[i] = (float)(Math.Ceiling(barSize[i] * realVirtualRatio[i]) / realVirtualRatio[i]); } Batch.DrawRectangle(ref element.WorldMatrixInternal, ref barSize, ref bar.BarColorInternal, context.DepthBias); }
/// <summary> /// Render the provided <see cref="UIElement"/>. /// </summary> /// <param name="element">The element to render.</param> /// <param name="context">The rendering context containing information how to draw the element.</param> /// <remarks>The render target, the depth stencil buffer and the depth stencil state are already correctly set when entering this function. /// If the user wants to perform some intermediate rendering, it is his responsibility to bind them back correctly before the final rendering.</remarks> public virtual void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { var backgroundColor = element.RenderOpacity * element.BackgroundColor; // pass the 3D matrix onto the element for picking element.WorldMatrix3D = context.IsFullscreen ? (Matrix?)null : context.WorldMatrix3D; // optimization: don't draw the background if transparent if (backgroundColor.A == (byte)0) { return; } // Default implementation: render an back-face cube with background color Batch.DrawBackground(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref backgroundColor, context.DepthBias); // increase depth bias value so that next elements renders on top of it. context.DepthBias += 1; }
public override void RenderColor(UIElement element, UIRenderingContext context) { base.RenderColor(element, context); var textBlock = (TextBlock)element; if (textBlock.Font == null || textBlock.TextToDisplay == null) { return; } var drawCommand = new SpriteFont.InternalUIDrawCommand { Color = textBlock.RenderOpacity * textBlock.TextColor, DepthBias = context.DepthBias, RealVirtualResolutionRatio = element.LayoutingContext.RealVirtualResolutionRatio, RequestedFontSize = textBlock.ActualTextSize, Batch = Batch, SnapText = context.ShouldSnapText && !textBlock.DoNotSnapText, Matrix = textBlock.WorldMatrixInternal, Alignment = textBlock.TextAlignment, VertAlignment = textBlock.TextVerticalAlignment, LineSpacingAdjustment = textBlock.LineSpacingAdjustment, TextBoxSize = new Vector2(textBlock.ActualWidth, textBlock.ActualHeight), IsFullscreen = context.IsFullscreen }; if (textBlock.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 1); } Batch.DrawString(textBlock.Font, textBlock.TextToDisplay, ref drawCommand); if (textBlock.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 0); } }
public override void RenderColor(UIElement element, UIRenderingContext context) { var modalElement = (ModalElement)element; // end the current UI image batching so that the overlay is written over it with correct transparency Batch.End(); var uiResolution = new Vector3(context.Resolution.X, context.Resolution.Y, 0); Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, noStencilNoDepth, 0); Batch.DrawRectangle(ref identity, ref uiResolution, ref modalElement.OverlayColorInternal, context.DepthBias); Batch.End(); // ensure that overlay is written before possible next transparent element. // restart the image batch session Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue); context.DepthBias += 1; base.RenderColor(element, context); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var editText = (EditText)element; if (editText.Font == null) { return; } // determine the image to draw in background of the edit text var fontScale = element.LayoutingContext.RealVirtualResolutionRatio; var color = editText.RenderOpacity * Color.White; var provider = editText.IsSelectionActive ? editText.ActiveImage : editText.MouseOverState == MouseOverState.MouseOverElement ? editText.MouseOverImage : editText.InactiveImage; var image = provider?.GetSprite(); if (image?.Texture != null) { Batch.DrawImage(image.Texture, ref editText.WorldMatrixInternal, ref image.RegionInternal, ref editText.RenderSizeInternal, ref image.BordersInternal, ref color, context.DepthBias, image.Orientation); } // calculate the size of the text region by removing padding var textRegionSize = new Vector2(editText.ActualWidth - editText.Padding.Left - editText.Padding.Right, editText.ActualHeight - editText.Padding.Top - editText.Padding.Bottom); var font = editText.Font; var caretColor = editText.RenderOpacity * editText.CaretColor; var offsetTextStart = 0f; var offsetAlignment = 0f; var selectionSize = 0f; // Draw the composition selection if (editText.Composition.Length > 0) { var imeSelectionColor = editText.RenderOpacity * editText.IMESelectionColor; RenderSelection(editText, context, editText.SelectionStart, editText.Composition.Length, imeSelectionColor, out offsetTextStart, out offsetAlignment, out selectionSize, Batch); } // Draw the regular selection else if (editText.IsSelectionActive) { var selectionColor = editText.RenderOpacity * editText.SelectionColor; RenderSelection(editText, context, editText.SelectionStart, editText.SelectionLength, selectionColor, out offsetTextStart, out offsetAlignment, out selectionSize, Batch); } // create the text draw command var drawCommand = new SpriteFont.InternalUIDrawCommand { Color = editText.RenderOpacity * editText.TextColor, DepthBias = context.DepthBias + 2, RealVirtualResolutionRatio = fontScale, RequestedFontSize = editText.ActualTextSize, Batch = Batch, SnapText = context.ShouldSnapText && !editText.DoNotSnapText, Matrix = editText.WorldMatrixInternal, Alignment = editText.TextAlignment, TextBoxSize = textRegionSize }; if (editText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 1); } // Draw the text Batch.DrawString(font, editText.TextToDisplay, ref drawCommand); if (editText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 0); } // Draw the cursor if (editText.IsCaretVisible) { var lineSpacing = editText.Font.GetTotalLineSpacing(editText.ActualTextSize); if (editText.Font.FontType != SpriteFontType.Dynamic) { lineSpacing *= editText.ActualTextSize / font.Size; } var sizeCaret = editText.CaretWidth / fontScale.X; var caretWorldMatrix = element.WorldMatrixInternal; caretWorldMatrix.M41 += offsetTextStart + offsetAlignment + (editText.CaretPosition > editText.SelectionStart? selectionSize: 0); var caretScaleVector = new Vector3(sizeCaret, editText.LineCount * lineSpacing, 0); Batch.DrawRectangle(ref caretWorldMatrix, ref caretScaleVector, ref caretColor, context.DepthBias + 3); } }
public override void RenderColor(UIElement element, UIRenderingContext context) { base.RenderColor(element, context); var scrollingText = (ScrollingText)element; if (scrollingText.Font == null || scrollingText.TextToDisplay == null) { return; } var offset = scrollingText.ScrollingOffset; var textWorldMatrix = element.WorldMatrix; textWorldMatrix.M41 += textWorldMatrix.M11 * offset; textWorldMatrix.M42 += textWorldMatrix.M12 * offset; textWorldMatrix.M43 += textWorldMatrix.M13 * offset; textWorldMatrix.M44 += textWorldMatrix.M14 * offset; // create the scrolling text draw command var drawCommand = new SpriteFont.InternalUIDrawCommand { Color = scrollingText.RenderOpacity * scrollingText.TextColor, DepthBias = context.DepthBias + 1, RealVirtualResolutionRatio = element.LayoutingContext.RealVirtualResolutionRatio, RequestedFontSize = scrollingText.ActualTextSize, Batch = Batch, SnapText = context.ShouldSnapText && !scrollingText.DoNotSnapText, Matrix = textWorldMatrix, Alignment = TextAlignment.Left, TextBoxSize = new Vector2(scrollingText.ActualWidth, scrollingText.ActualHeight) }; // flush the current content of the UI image batch Batch.End(); // draw a clipping mask Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.ColorDisabled, IncreaseStencilValueState, context.StencilTestReferenceValue); Batch.DrawRectangle(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref blackColor, context.DepthBias); Batch.End(); // draw the element it-self with stencil test value of "Context.Value + 1" Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue + 1); if (scrollingText.Font.FontType == SpriteFontType.SDF) { Batch.End(); Batch.BeginCustom(context.GraphicsContext, 1); } Batch.DrawString(scrollingText.Font, scrollingText.TextToDisplay, ref drawCommand); Batch.End(); // un-draw the clipping mask Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.ColorDisabled, DecreaseStencilValueState, context.StencilTestReferenceValue + 1); Batch.DrawRectangle(ref element.WorldMatrixInternal, ref element.RenderSizeInternal, ref blackColor, context.DepthBias + 2); Batch.End(); // restart the Batch session Batch.Begin(context.GraphicsContext, ref context.ViewProjectionMatrix, BlendStates.AlphaBlend, KeepStencilValueState, context.StencilTestReferenceValue); }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); var slider = (Slider)element; if (slider.Orientation == Orientation.InDepth) { return; // No rendering for in-depth slider for the moment. } var axis = (int)slider.Orientation; var axisPrime = (axis + 1) % 2; var isGaugeReverted = axis == 1 ? !slider.IsDirectionReversed : slider.IsDirectionReversed; // we want the track going up from the bottom in vertical mode by default var sliderRatio = MathUtil.InverseLerp(slider.Minimum, slider.Maximum, slider.Value); var trackOffsets = new Vector2(slider.TrackStartingOffsets[axis], slider.TrackStartingOffsets[axisPrime]); var fullGaugeSize = slider.RenderSizeInternal[axis] - trackOffsets.X - trackOffsets.Y; var image = slider.TrackBackgroundImage?.GetSprite(); // draws the track background if (image?.Texture != null) { var imageAxis = (int)image.Orientation; var imageOrientation = (ImageOrientation)(axis ^ imageAxis); var worldMatrix = GetAdjustedWorldMatrix(ref slider.WorldMatrixInternal, (axis & imageAxis) == 1); Color tbt = slider.TrackBackgroundTint * slider.RenderOpacity; Batch.DrawImage(image.Texture, ref worldMatrix, ref image.RegionInternal, ref slider.RenderSizeInternal, ref image.BordersInternal, ref tbt, context.DepthBias, imageOrientation); context.DepthBias += 1; } // draw the track foreground image = slider.TrackForegroundImage?.GetSprite(); if (image?.Texture != null) { var imageAxis = (int)image.Orientation; var imageOrientation = (ImageOrientation)(axis ^ imageAxis); var shouldRotate180Degrees = (axis & imageAxis) == 1; var size = new Vector3(); size[axis] = sliderRatio * fullGaugeSize; size[axisPrime] = slider.TrackForegroundHeightScale * slider.RenderSizeInternal[axisPrime]; var worldMatrix = GetAdjustedWorldMatrix(ref slider.WorldMatrixInternal, shouldRotate180Degrees); var halfSizeLeft = (slider.RenderSizeInternal[axis] - size[axis]) / 2; var worldTranslation = GetAdjustedTranslation(isGaugeReverted ? halfSizeLeft - trackOffsets.Y : trackOffsets.X - halfSizeLeft, shouldRotate180Degrees); worldMatrix.M41 += worldTranslation * worldMatrix[(axis << 2) + 0]; worldMatrix.M42 += worldTranslation * worldMatrix[(axis << 2) + 1]; worldMatrix.M43 += worldTranslation * worldMatrix[(axis << 2) + 2]; var borders = image.BordersInternal; var borderStartIndex = (imageAxis) + (slider.IsDirectionReversed? 2 : 0); var borderStopIndex = (imageAxis) + (slider.IsDirectionReversed ? 0 : 2); borders[borderStartIndex] = Math.Min(borders[borderStartIndex], size[axis]); borders[borderStopIndex] = Math.Max(0, size[axis] - fullGaugeSize + borders[borderStopIndex]); var position = image.RegionInternal.Location; var oldRegionSize = new Vector2(image.RegionInternal.Width, image.RegionInternal.Height); var originalBordersSize = image.BordersInternal[borderStartIndex] + image.BordersInternal[borderStopIndex]; var newRegionSize = oldRegionSize; newRegionSize[imageAxis] = borders[borderStartIndex] + borders[borderStopIndex] + (oldRegionSize[imageAxis] - originalBordersSize) * Math.Min(1, (size[axis] - borders[borderStartIndex]) / (fullGaugeSize - originalBordersSize)); if (slider.IsDirectionReversed) { position[imageAxis] = position[imageAxis] + oldRegionSize[imageAxis] - newRegionSize[imageAxis]; } var region = new RectangleF(position.X, position.Y, newRegionSize.X, newRegionSize.Y); Color tft = slider.TrackForegroundTint * slider.RenderOpacity; Batch.DrawImage(image.Texture, ref worldMatrix, ref region, ref size, ref borders, ref tft, context.DepthBias, imageOrientation); context.DepthBias += 1; } // draws the ticks image = slider.TickImage?.GetSprite(); if (slider.AreTicksDisplayed && image?.Texture != null) { var imageAxis = (int)image.Orientation; var imageOrientation = (ImageOrientation)(axis ^ imageAxis); var shouldRotate180Degrees = (axis & imageAxis) == 1; var size = new Vector3(); size[axis] = slider.RenderSizeInternal[axis] * slider.TickWidthScale; size[axisPrime] = slider.RenderSizeInternal[axisPrime] * slider.TickHeightScale; var startOffset = new Vector2(GetAdjustedTranslation(slider.TickOffset, shouldRotate180Degrees)); startOffset[axis] = GetAdjustedTranslation(-fullGaugeSize / 2, shouldRotate180Degrees); var stepOffset = GetAdjustedTranslation(fullGaugeSize / slider.TickFrequency, shouldRotate180Degrees); var worldMatrix = GetAdjustedWorldMatrix(ref slider.WorldMatrixInternal, shouldRotate180Degrees); worldMatrix.M41 += startOffset[axis] * worldMatrix[(axis << 2) + 0] + startOffset[axisPrime] * worldMatrix[(axisPrime << 2) + 0]; worldMatrix.M42 += startOffset[axis] * worldMatrix[(axis << 2) + 1] + startOffset[axisPrime] * worldMatrix[(axisPrime << 2) + 1]; worldMatrix.M43 += startOffset[axis] * worldMatrix[(axis << 2) + 2] + startOffset[axisPrime] * worldMatrix[(axisPrime << 2) + 2]; Color tclr = slider.TickTint * slider.RenderOpacity; for (var i = 0; i < slider.TickFrequency + 1; i++) { Batch.DrawImage(image.Texture, ref worldMatrix, ref image.RegionInternal, ref size, ref image.BordersInternal, ref tclr, context.DepthBias, imageOrientation, SwizzleMode.None, true); worldMatrix.M41 += stepOffset * worldMatrix[(axis << 2) + 0]; worldMatrix.M42 += stepOffset * worldMatrix[(axis << 2) + 1]; worldMatrix.M43 += stepOffset * worldMatrix[(axis << 2) + 2]; } context.DepthBias += 1; } //draws the thumb image = (slider.MouseOverState == MouseOverState.MouseOverElement ? slider.MouseOverThumbImage : slider.ThumbImage)?.GetSprite(); if (image?.Texture != null) { var imageAxis = (int)image.Orientation; var imageOrientation = (ImageOrientation)(axis ^ imageAxis); var shouldRotate180Degrees = (axis & imageAxis) == 1; var size = new Vector3(); size[axis] = slider.RenderSizeInternal[axis] * slider.ThumbWidthScale; size[axisPrime] = slider.RenderSizeInternal[axisPrime] * slider.ThumbHeightScale; var revertedRatio = isGaugeReverted ? 1 - sliderRatio : sliderRatio; var offset = GetAdjustedTranslation((revertedRatio - 0.5f) * fullGaugeSize, shouldRotate180Degrees); var worldMatrix = GetAdjustedWorldMatrix(ref slider.WorldMatrixInternal, shouldRotate180Degrees); worldMatrix.M41 += offset * worldMatrix[(axis << 2) + 0]; worldMatrix.M42 += offset * worldMatrix[(axis << 2) + 1]; worldMatrix.M43 += offset * worldMatrix[(axis << 2) + 2]; Color tc = slider.ThumbTint * slider.RenderOpacity; Batch.DrawImage(image.Texture, ref worldMatrix, ref image.RegionInternal, ref size, ref image.BordersInternal, ref tc, context.DepthBias, imageOrientation); context.DepthBias += 1; } }
public override void RenderColor(UIElement element, UIRenderingContext context, UIBatch Batch) { base.RenderColor(element, context, Batch); Vector3 offsets; Vector3 borderSize; var border = (Border)element; var borderColor = border.RenderOpacity * border.BorderColorInternal; // optimization: don't draw the border if transparent if (borderColor == new Color()) { return; } var borderThickness = border.BorderThickness; var elementHalfBorders = borderThickness / 2; var elementSize = element.RenderSizeInternal; var elementHalfSize = elementSize / 2; // left/front offsets = new Vector3(-elementHalfSize.X + elementHalfBorders.Left, 0, -elementHalfSize.Z + elementHalfBorders.Front); borderSize = new Vector3(borderThickness.Left, elementSize.Y, borderThickness.Front); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // right/front offsets = new Vector3(elementHalfSize.X - elementHalfBorders.Right, 0, -elementHalfSize.Z + elementHalfBorders.Front); borderSize = new Vector3(borderThickness.Right, elementSize.Y, borderThickness.Front); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // top/front offsets = new Vector3(0, -elementHalfSize.Y + elementHalfBorders.Top, -elementHalfSize.Z + elementHalfBorders.Front); borderSize = new Vector3(elementSize.X, borderThickness.Top, borderThickness.Front); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // bottom/front offsets = new Vector3(0, elementHalfSize.Y - elementHalfBorders.Bottom, -elementHalfSize.Z + elementHalfBorders.Front); borderSize = new Vector3(elementSize.X, borderThickness.Bottom, borderThickness.Back); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // if the element is 3D draw the extra borders if (element.ActualDepth > MathUtil.ZeroTolerance) { // left/back offsets = new Vector3(-elementHalfSize.X + elementHalfBorders.Left, 0, elementHalfSize.Z - elementHalfBorders.Back); borderSize = new Vector3(borderThickness.Left, elementSize.Y, borderThickness.Back); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // right/back offsets = new Vector3(elementHalfSize.X - elementHalfBorders.Right, 0, elementHalfSize.Z - elementHalfBorders.Back); borderSize = new Vector3(borderThickness.Right, elementSize.Y, borderThickness.Back); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // top/back offsets = new Vector3(0, -elementHalfSize.Y + elementHalfBorders.Top, elementHalfSize.Z - elementHalfBorders.Back); borderSize = new Vector3(elementSize.X, borderThickness.Top, borderThickness.Back); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // bottom/back offsets = new Vector3(0, elementHalfSize.Y - elementHalfBorders.Bottom, elementHalfSize.Z - elementHalfBorders.Back); borderSize = new Vector3(elementSize.X, borderThickness.Bottom, borderThickness.Back); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // left/top offsets = new Vector3(-elementHalfSize.X + elementHalfBorders.Left, -elementHalfSize.Y + elementHalfBorders.Top, 0); borderSize = new Vector3(borderThickness.Left, borderThickness.Top, elementSize.Z); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // right/top offsets = new Vector3(elementHalfSize.X - elementHalfBorders.Right, -elementHalfSize.Y + elementHalfBorders.Top, 0); borderSize = new Vector3(borderThickness.Right, borderThickness.Top, elementSize.Z); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // left/bottom offsets = new Vector3(-elementHalfSize.X + elementHalfBorders.Left, elementHalfSize.Y - elementHalfBorders.Bottom, 0); borderSize = new Vector3(borderThickness.Left, borderThickness.Bottom, elementSize.Z); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); // right/bottom offsets = new Vector3(elementHalfSize.X - elementHalfBorders.Right, elementHalfSize.Y - elementHalfBorders.Bottom, 0); borderSize = new Vector3(borderThickness.Right, borderThickness.Bottom, elementSize.Z); DrawBorder(border, ref offsets, ref borderSize, ref borderColor, context, Batch); } }
private void DrawBorder(Border border, ref Vector3 offsets, ref Vector3 borderSize, ref Color borderColor, UIRenderingContext context, UIBatch Batch) { var worldMatrix = border.WorldMatrixInternal; worldMatrix.M41 += worldMatrix.M11 * offsets.X + worldMatrix.M21 * offsets.Y + worldMatrix.M31 * offsets.Z; worldMatrix.M42 += worldMatrix.M12 * offsets.X + worldMatrix.M22 * offsets.Y + worldMatrix.M32 * offsets.Z; worldMatrix.M43 += worldMatrix.M13 * offsets.X + worldMatrix.M23 * offsets.Y + worldMatrix.M33 * offsets.Z; Batch.DrawCube(ref worldMatrix, ref borderSize, ref borderColor, context.DepthBias); }