Renderer:
+ Font.BaselineAdjust Utils: + GameControllerState.AnyInteractions
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89de4258e1
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dffa581596
18 changed files with 70 additions and 40 deletions
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@ -1,6 +1,6 @@
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using SharpDX.XInput;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameController
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{
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@ -2,7 +2,7 @@
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using OpenTK;
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using SharpDX.XInput;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameControllerState
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{
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@ -12,7 +12,7 @@ namespace SM.Optionals.Controls
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public GameControllerStateButtons Buttons;
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public bool FromConnected { get; }
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public bool AnyInteraction => Buttons.AnyInteraction || DPad.AnyInteraction || Triggers.AnyInteraction || Thumbs.AnyInteraction;
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internal GameControllerState(bool empty)
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{
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FromConnected = false;
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@ -1,6 +1,6 @@
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using SharpDX.XInput;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameControllerStateButtons
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{
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@ -19,8 +19,13 @@ namespace SM.Optionals.Controls
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public bool LeftThumb;
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public bool RightThumb;
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public bool Start;
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public bool Back;
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public bool this[GamepadButtonFlags flags] => _buttonFlags.HasFlag(flags);
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public bool AnyInteraction { get; }
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internal GameControllerStateButtons(GamepadButtonFlags flags)
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{
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_buttonFlags = flags;
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@ -35,6 +40,11 @@ namespace SM.Optionals.Controls
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LeftThumb = flags.HasFlag(GamepadButtonFlags.LeftThumb);
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RightThumb = flags.HasFlag(GamepadButtonFlags.RightThumb);
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Start = flags.HasFlag(GamepadButtonFlags.Start);
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Back = flags.HasFlag(GamepadButtonFlags.Back);
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AnyInteraction = (int) flags >= 16;
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}
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public override string ToString()
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@ -1,6 +1,6 @@
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using SharpDX.XInput;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameControllerStateDPad
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{
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@ -11,12 +11,16 @@ namespace SM.Optionals.Controls
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public bool Left;
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public bool Right;
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public bool AnyInteraction { get; }
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internal GameControllerStateDPad(GamepadButtonFlags flags)
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{
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Up = flags.HasFlag(GamepadButtonFlags.DPadUp);
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Down = flags.HasFlag(GamepadButtonFlags.DPadDown);
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Left = flags.HasFlag(GamepadButtonFlags.DPadLeft);
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Right = flags.HasFlag(GamepadButtonFlags.DPadRight);
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AnyInteraction = (int)flags > 0 && (int) flags < 16;
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}
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public override string ToString()
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@ -1,6 +1,6 @@
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using OpenTK;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameControllerStateThumbs
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{
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@ -13,6 +13,8 @@ namespace SM.Optionals.Controls
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public bool PressedLeft;
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public bool PressedRight;
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public bool AnyInteraction => Left != Vector2.Zero || Right != Vector2.Zero || PressedLeft || PressedRight;
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public override string ToString()
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{
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return $"Left: ({Left.X}; {Left.Y}){(PressedLeft ? " Pressed" : "")}; Right: ({Right.X}; {Right.Y}){(PressedRight ? " Pressed" : "")}";
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@ -1,4 +1,4 @@
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameControllerStateTriggers
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{
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@ -6,6 +6,9 @@
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public float Left;
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public float Right;
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public bool AnyInteraction => Left != 0f || Right != 0f;
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public override string ToString()
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{
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return $"Left: {Left}; Right: {Right}";
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@ -1,6 +1,6 @@
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using System;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public class GameKeybind
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{
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@ -1,6 +1,6 @@
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using OpenTK.Input;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public enum GameKeybindActorType
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{
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@ -1,6 +1,6 @@
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using OpenTK.Input;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public struct GameKeybindContext
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{
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@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public class GameKeybindHost
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{
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@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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namespace SM.Optionals.Controls
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namespace SM.Utils.Controls
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{
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public class GameKeybindList : List<KeyValuePair<string, GameKeybind>>
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{
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@ -39,9 +39,16 @@ namespace SM.Base.Drawing
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/// <summary>
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/// Returns the current model matrix.
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/// </summary>
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/// <param name="force">If set to true, it will always (re-)calculate the model matrix.</param>
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/// <returns></returns>
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public Matrix4 GetMatrix()
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public Matrix4 GetMatrix(bool force = false)
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{
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if (force)
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{
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_lastFrame = SMRenderer.CurrentFrame;
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return _modelMatrix = RequestMatrix();
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}
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if (Ignore) return Matrix4.Identity;
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if (_lastFrame != SMRenderer.CurrentFrame)
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@ -40,6 +40,12 @@ namespace SM.Base.Drawing.Text
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/// </summary>
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public float FontSize { get; set; } = 12;
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/// <summary>
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/// Allows to adjust the baseline to fix clipping issues.
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/// <para>Due to some issues with the calculations, this is a temporary fix.</para>
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/// </summary>
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public float BaselineAdjust { get; set; } = 1f;
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/// <summary>
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/// The character positions.
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/// </summary>
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@ -64,6 +70,8 @@ namespace SM.Base.Drawing.Text
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public void RegenerateTexture()
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{
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Width = Height = 0;
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//Height = Math.Abs(_fontFace.BBox.Bottom) + _fontFace.BBox.Top;
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Positions = new Dictionary<char, CharParameter>();
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_fontFace.SetCharSize(0, FontSize, 0, 96);
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@ -83,7 +91,7 @@ namespace SM.Base.Drawing.Text
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float bBoxHeight = (Math.Abs(_fontFace.BBox.Bottom) + _fontFace.BBox.Top);
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float bBoxTopScale = _fontFace.BBox.Top / bBoxHeight;
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float baseline = Height * bBoxTopScale + 1;
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float baseline = (Height * bBoxTopScale) + BaselineAdjust;
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Map = new Bitmap(Width, Height);
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using (Graphics g = Graphics.FromImage(Map))
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@ -95,8 +103,7 @@ namespace SM.Base.Drawing.Text
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{
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_fontFace.LoadChar(keyvalue.Key, LoadFlags.Render, LoadTarget.Normal);
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int y = ((int)baseline - (int)_fontFace.Glyph.Metrics.HorizontalBearingY);
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int y = ((int)baseline - (int) _fontFace.Glyph.Metrics.HorizontalBearingY);
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g.DrawImageUnscaled(_fontFace.Glyph.Bitmap.ToGdipBitmap(Color.White), (int)keyvalue.Value[1], y);
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Vector2 offset = new Vector2(keyvalue.Value[1] / Width, 0);
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