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mirror of synced 2024-11-30 18:24:39 +01:00

A few more layout editor fixes

Fixed selection box for window pane.
Fixed shaders and gl settings conflicting with some colors
This commit is contained in:
KillzXGaming 2019-10-05 14:19:15 -04:00
parent db6888ed09
commit d9f23be131
2 changed files with 71 additions and 25 deletions

View File

@ -933,6 +933,54 @@ namespace LayoutBXLYT
}
break;
}
//Lastly draw a selection box if selected
if (isSelected)
{
if (!Runtime.LayoutEditor.IsGamePreview && !gameWindow)
{
var rect = pane.CreateRectangle();
GL.Disable(EnableCap.Blend);
GL.Disable(EnableCap.AlphaTest);
GL.Disable(EnableCap.Texture2D);
GL.UseProgram(0);
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(Color.Red);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
var transformed = rect;
var leftTop = new Vector2(transformed.LeftPoint, transformed.TopPoint);
var left = new Vector2(transformed.LeftPoint, (transformed.BottomPoint + transformed.TopPoint) / 2);
var leftBottom = new Vector2(transformed.LeftPoint, transformed.BottomPoint);
var rightTop = new Vector2(transformed.RightPoint, transformed.TopPoint);
var right = new Vector2(transformed.RightPoint, (transformed.BottomPoint + transformed.TopPoint) / 2);
var rightBottom = new Vector2(transformed.RightPoint, transformed.BottomPoint);
var top = new Vector2((transformed.RightPoint + transformed.LeftPoint) / 2, transformed.TopPoint);
var bottom = new Vector2((transformed.RightPoint + transformed.LeftPoint) / 2, transformed.BottomPoint);
DrawEdgeSquare(leftTop);
DrawEdgeSquare(left);
DrawEdgeSquare(leftBottom);
DrawEdgeSquare(rightTop);
DrawEdgeSquare(right);
DrawEdgeSquare(rightBottom);
DrawEdgeSquare(top);
DrawEdgeSquare(bottom);
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
GL.Enable(EnableCap.Texture2D);
}
}
}
private static void GetTextureSize(BxlytMaterial pane, Dictionary<string, STGenericTexture> Textures, out float width, out float height)
@ -1269,7 +1317,7 @@ namespace LayoutBXLYT
if (useLines)
{
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(colors[0]);
GL.Color4(selectionOutline ? Color.Red : colors[0]);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
@ -1278,17 +1326,29 @@ namespace LayoutBXLYT
}
else
{
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
if (!Runtime.LayoutEditor.IsGamePreview && !gameWindow)
{
GL.Disable(EnableCap.Blend);
GL.Disable(EnableCap.AlphaTest);
GL.Disable(EnableCap.Texture2D);
GL.UseProgram(0);
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
GL.Enable(EnableCap.LineSmooth);
GL.LineWidth(1f);
GL.PolygonOffset(1f, 1f);
GL.Begin(PrimitiveType.Quads);
GL.Begin(PrimitiveType.LineLoop);
GL.Color4(selectionOutline ? Color.Red : Color.Green);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
@ -1296,9 +1356,6 @@ namespace LayoutBXLYT
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
GL.PolygonOffset(0f, 0f);
if (selectionOutline)
{
var transformed = rect;
@ -1324,22 +1381,8 @@ namespace LayoutBXLYT
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
GL.Enable(EnableCap.Texture2D);
}
GL.Begin(PrimitiveType.Quads);
GL.Color4(colors[0]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
GL.Color4(colors[1]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
GL.Color4(colors[2]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
GL.Vertex2(rect.RightPoint, rect.TopPoint);
GL.Color4(colors[3]);
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
GL.End();
}
}
else

View File

@ -258,6 +258,9 @@ namespace LayoutBXLYT
Vector2 TopLeft = new Vector2();
Vector2 BottomRight = new Vector2();
GL.Disable(EnableCap.AlphaTest);
GL.Disable(EnableCap.Blend);
GL.UseProgram(0);
foreach (var pane in SelectedPanes)
{
var rect = pane.CreateRectangle();