using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace FF8
{
///
/// class to add offset to point
///
public static class PointEx
{
#region Methods
public static Point Offset(this ref Point source, Point offset)
{
source = (source.ToVector2() + offset.ToVector2()).ToPoint();
return source;
}
public static Point Offset(this ref Point source, Vector2 offset)
{
source = (source.ToVector2() + offset).ToPoint();
return source;
}
public static Rectangle Scale(this Rectangle source, Vector2 scale)
{
source.Location = (source.Location.ToVector2() * scale).RoundedPoint();
source.Size = (source.Size.ToVector2() * scale).RoundedPoint();
return source;
}
public static Rectangle Scale(this Rectangle source)
{
Vector2 scale = Memory.Scale();
source.Location = (source.Location.ToVector2() * scale).RoundedPoint();
source.Size = (source.Size.ToVector2() * scale).RoundedPoint();
return source;
}
public static Point Scale(this Point source, Vector2 scale)
{
source = (source.ToVector2() * scale).RoundedPoint();
return source;
}
public static Point Scale(this Point source)
{
Vector2 scale = Memory.Scale();
source = (source.ToVector2() * scale).RoundedPoint();
return source;
}
public static Point RoundedPoint(this Vector2 v) => new Point((int)Math.Round(v.X), (int)Math.Round(v.Y));
public static Point CeilingPoint(this Vector2 v) => v.Ceiling().ToPoint();
public static Point FloorPoint(this Vector2 v) => v.Floor().ToPoint();
public static Vector2 Round(this Vector2 v) => new Vector2 ((float)Math.Round(v.X), (float)Math.Round(v.Y));
public static Vector2 Ceiling(this Vector2 v) => new Vector2((float)Math.Ceiling(v.X), (float)Math.Ceiling(v.Y));
public static Vector2 Floor(this Vector2 v) => new Vector2((float)Math.Floor(v.X), (float)Math.Floor(v.Y));
public static Vector2 FloorOrCeiling(this Vector2 v, Vector2 target)
{
float X, Y;
X = v.X < target.X ? (float)Math.Ceiling(v.X) : (float)Math.Floor(v.X);
Y = v.Y < target.Y ? (float)Math.Ceiling(v.Y) : (float)Math.Floor(v.Y);
return new Vector2(X, Y);
}
#endregion Methods
}
internal static partial class Module_main_menu_debug
{
#region Fields
private static sbyte _slotLoc, _blockLoc;
private static bool blinkstate;
private static int blockpage;
private static RenderTarget2D OffScreenBuffer;
private static float s_blink;
///
/// Rectangle is hotspot for mouse, Point is where the finger points
///
private static Tuple[] SlotLocs = new Tuple[2];
private static Tuple[] BlockLocs = new Tuple[3];
private static Texture2D LastPage;
private static Vector2 PageTarget;
private static Vector2 PageSize;
private static Vector2 CurrentPageLoc;
private static Vector2 CurrentLastPageLoc;
private static Vector2 LastPageTarget;
private static Vector2 lastscale;
private static Vector2 scale;
#endregion Fields
#region Enums
private enum Litems
{
GameFolder,
Load,
LoadFF8,
Loading,
Slot1,
Slot2,
FF8,
Save,
SaveFF8,
GameFolderSlot1,
GameFolderSlot2,
CheckGameFolder,
BlockToLoad,
BlockToSave
}
#endregion Enums
#region Properties
public static float blink
{
get => s_blink; private set
{
if (value > 1f)
blinkstate = false;
if (value < 0f)
blinkstate = true;
s_blink = value;
}
}
private static float PercentLoaded { get; set; } = .5f;
private static sbyte SlotLoc
{
get => _slotLoc; set
{
if (value >= SlotLocs.Length)
value = 0;
else if (value < 0)
value = (sbyte)(SlotLocs.Length - 1);
_slotLoc = value;
}
}
private static sbyte BlockLoc
{
get => _blockLoc; set
{
if (value >= BlockLocs.Length)
value = 0;
else if (value < 0)
value = (sbyte)(BlockLocs.Length - 1);
_blockLoc = value;
}
}
public static int Blockpage
{
get => blockpage; set
{
if (value >= 10)
value = 0;
else if (value < 0)
value = 9;
blockpage = value;
}
}
#endregion Properties
#region Methods
private static Tuple DrawBlock(int block, Saves.Data d)
{
block++;
Rectangle dst = new Rectangle
{
X = 0,
Y = (OffScreenBuffer.Height/3 * ((block - 1) % 3)),
Width = (OffScreenBuffer.Width),
Height = OffScreenBuffer.Height/3,
};
Vector2 offset = dst.Location.ToVector2();
DrawBox(null, null, dst, false, false, true);
Vector2 blocknumpos = new Vector2
{
X = (OffScreenBuffer.Width * 0.00952381f),
Y = 0,
} + offset;
Vector2 blocknumsize = new Vector2(OffScreenBuffer.Height * 0.00628930817610063f);
Memory.Icons.Draw(block++, 4, 2, "D2", blocknumpos, blocknumsize, fade); // 2,2 looks close
Rectangle faceRect = new Rectangle
{
X = (int)(OffScreenBuffer.Width * 0.0654761904761905f),
Y = (int)(OffScreenBuffer.Height * 0.0157232704402516f),
Width = (int)(OffScreenBuffer.Width * 0.113095238095238f),
Height = (int)(OffScreenBuffer.Height * 0.30188679245283f),
};
faceRect.Offset(offset);
sbyte mainchar = -1;
for (byte face = 0; d != null && d.charactersportraits != null && face < d.charactersportraits.Length; face++)
{
if (face != 0)
faceRect.Offset(faceRect.Width, 0);
if (d.charactersportraits[face] != 0xFF)
{
Memory.Faces.Draw((Faces.ID)d.charactersportraits[face], faceRect, Vector2.UnitY, fade);
Memory.Icons.Draw(Icons.ID.MenuBorder, 2, faceRect, new Vector2(1f), fade);
if (mainchar == -1) mainchar = (sbyte)face;
}
}
if (mainchar > -1 && d!=null && d.charactersportraits != null && d.charactersportraits[mainchar] != 0xFF)
{
Point detailsLoc = (new Point
{
X = (int)(OffScreenBuffer.Width * 0.408333333333333f),
Y = (int)(OffScreenBuffer.Height * 0.0251572327044026f),
}.ToVector2() + offset).ToPoint();
FF8String name = Memory.Strings.GetName((Faces.ID)d.charactersportraits[mainchar],d);
FF8String lv_ = new FF8String($"LV. {d.firstcharacterslevel}");
Vector2 TextScale = new Vector2(OffScreenBuffer.Width * 0.0030303030297619f, OffScreenBuffer.Height * 0.00636792452830189f);
Memory.font.RenderBasicText(name, detailsLoc, TextScale, 1, 0, fade, true);
int playy = detailsLoc.Y;
detailsLoc.Y += (int)(OffScreenBuffer.Height * 0.0817610062893082f);
Rectangle disc = Memory.font.RenderBasicText(lv_, detailsLoc, TextScale, 1, 0, fade, true);
disc.Offset(0, (int)(OffScreenBuffer.Height * 0.0125786163522013f));
disc.X = (int)(OffScreenBuffer.Width * 0.583333333333333f);
Vector2 DiscScale = new Vector2(OffScreenBuffer.Height * 0.0060987230787661f);
Memory.Icons.Draw(Icons.ID.DISC, 2, disc, DiscScale, fade);
Vector2 CurrDiscLoc = new Vector2(disc.X + (0.119047619047619f * OffScreenBuffer.Width), disc.Y);
Memory.Icons.Draw((int)d.CurrentDisk+1, 0, 2, "D1", CurrDiscLoc, DiscScale, fade);
float X1 = OffScreenBuffer.Width * 0.952380952380952f;
float X2 = OffScreenBuffer.Width * -0.0238095238095238f;
float X3 = OffScreenBuffer.Width * -0.0952380952380952f;
disc.Location = new Vector2 { X = X1, Y = disc.Y }.ToPoint();
Memory.Icons.Draw(Icons.ID.G, 2, disc, DiscScale, fade);
double digits = Math.Floor(Math.Log10(d.AmountofGil) + 2);
disc.Offset(new Vector2 { X = (float)(digits *X2) });
Memory.Icons.Draw((int)d.AmountofGil, 0, 2, "D1", disc.Location.ToVector2(), DiscScale, fade);
disc.Location = new Vector2 { X = X1, Y = playy }.ToPoint();
disc.Offset(new Vector2 { X =X2 });
Memory.Icons.Draw(d.timeplayed.Minutes, 0, 2, "D2", disc.Location.ToVector2(), DiscScale, fade);
if ((int)d.timeplayed.TotalHours > 0)
{
disc.Offset(new Vector2 { X = 1 *X2 });
Memory.Icons.Draw(Icons.ID.Colon, 13, disc, DiscScale, fade);
disc.Offset(new Vector2 { X = (float)Math.Floor(Math.Log10((int)d.timeplayed.TotalHours) + 1) *X2 });
Memory.Icons.Draw((int)d.timeplayed.TotalHours, 0, 2, "D1", disc.Location.ToVector2(), DiscScale, fade);
}
disc.Offset(new Vector2 { X = X3+X2 });
Memory.Icons.Draw(Icons.ID.PLAY, 13, disc, DiscScale, fade);
Rectangle locbox = new Rectangle
{
X = faceRect.Width + faceRect.X,
Y = (int)(OffScreenBuffer.Height * 0.19496855345912f),
Width = OffScreenBuffer.Width - faceRect.Width - faceRect.X,
Height = (int)(OffScreenBuffer.Height * 0.138364779874214f),
};
locbox.Offset(offset);
DrawBox(null, null, locbox, false, false, true);
FF8String loc = Memory.Strings.Read(Strings.FileID.AREAMES, 0, d.LocationID).ReplaceRegion();
locbox.Offset(0.0297619047619048f * OffScreenBuffer.Width, 0.0440251572327044f * OffScreenBuffer.Height);
Memory.font.RenderBasicText(loc, locbox.Location, TextScale, 1, 0, fade, true);
}
dst.X = (int)(vpWidth * 0f);
dst.Y = (int)(vpHeight * 0.220833333333333f * ((block - 1) % 3));
dst.Width = (int)(vpWidth * 0.65625f);
dst.Height = (int)(vpHeight * 0.220833333333333f);
return new Tuple(dst, (dst.Location.ToVector2() + new Vector2(25f, dst.Height / 2)).ToPoint());
}
private static Tuple DrawBox(FF8String buffer, Icons.ID? title, Rectangle dst, bool indent = true, bool bottom = false, bool prescaled = false)
{
Point cursor = new Point(0);
Vector2 scale = prescaled ? Vector2.One : Memory.Scale();
dst.Size = (dst.Size.ToVector2() * scale).ToPoint();
dst.Location = (dst.Location.ToVector2() * scale).ToPoint();
Vector2 bgscale = 2f * scale;
if (dst.Width > 256 * bgscale.X)
Memory.Icons.Draw(Icons.ID.Menu_BG_368, 0, dst, bgscale, Fade);
else
Memory.Icons.Draw(Icons.ID.Menu_BG_256, 0, dst, bgscale, Fade);
Rectangle hotspot = new Rectangle(dst.Location, dst.Size);
dst.Offset(0.01171875f, 0);
if (title != null)
{
//dst.Size = (Memory.Icons[title.Value].GetRectangle.Size.ToVector2() * scale * 2.823317308f).ToPoint();
Memory.Icons.Draw(title.Value, 2, dst, bgscale + (.5f * scale), fade);
}
if (buffer != null && buffer.Length > 0)
{
if (indent)
dst.Offset(0.0546875f * vpWidth * scale.X, 0.0291666666666667f * vpHeight * scale.Y);
else if (bottom)
dst.Offset(0.01953125f * vpWidth * scale.X, dst.Height - 0.066666667f * vpHeight * scale.Y);
else
dst.Offset(0.01953125f * vpWidth * scale.X, 0.0291666666666667f * vpHeight * scale.Y);
Memory.font.RenderBasicText(buffer, dst.Location, new Vector2(2.545454545f, 3.0375f), 1, 0, fade, prescaled);
cursor = dst.Location;
cursor.Y += (int)(18.225f * scale.Y); // 12 * (3.0375/2) * scale.Y
}
return new Tuple(hotspot, cursor);
}
private static void DrawLGCheckSlot() => DrawLGSGCheckSlot(strLoadScreen[Litems.Load].Text);
private static void DrawLGChooseGame() => DrawLGSGChooseGame(strLoadScreen[Litems.Load].Text, strLoadScreen[Litems.BlockToLoad].Text);
///
/// Draw Loading Choose Slot Screen
///
private static void DrawLGChooseSlot() => DrawLGSGChooseSlot(strLoadScreen[Litems.Load].Text, strLoadScreen[Litems.LoadFF8].Text);
private static void DrawLGSGCheckSlot(byte[] topright)
{
Memory.SpriteBatchStartAlpha(SamplerState.PointClamp);
DrawLGSGHeader(strLoadScreen[Litems.GameFolderSlot1 + SlotLoc].Text, topright, strLoadScreen[Litems.CheckGameFolder].Text);
DrawLGSGLoadBar();
Memory.SpriteBatchEnd();
}
private static void DrawLGSGChooseGame(byte[] topright, byte[] help)
{
Rectangle dst = new Rectangle
{
X = (int)(vpWidth * 0.171875f),
Y = (int)(vpHeight * 0.266666666666667f),
Width = (int)(vpWidth * 0.65625f),
Height = (int)(vpHeight * 0.6625f),
};
if (OffScreenBuffer != null && !OffScreenBuffer.IsDisposed)
{
Memory.graphics.GraphicsDevice.SetRenderTarget(OffScreenBuffer);
Memory.SpriteBatchStartAlpha(SamplerState.PointClamp);
int bloc = 0;
for (int block = 0 + 3 * (Blockpage); block < 3 + 3 * (Blockpage); block++)
{
Saves.Data d = Saves.FileList == null ? null : Saves.FileList[SlotLoc, block];
Tuple b = DrawBlock(block, d);
//cords returned by drawblock assume being in the offscreen buffer.
//Which is the size of the 3 blocks. So we need to offset
//everything by the draw location.
Rectangle r = b.Item1;
r.Offset(dst.Location);
Point p = b.Item2;
p.Offset(dst.Location);
BlockLocs[bloc++] = new Tuple(r, p);
}
Memory.SpriteBatchEnd();
Memory.graphics.GraphicsDevice.SetRenderTarget(null);
}
Memory.SpriteBatchStartAlpha(SamplerState.PointClamp);
DrawLGSGHeader(strLoadScreen[Litems.GameFolderSlot1 + SlotLoc].Text, topright, help);
if (LastPage == null || LastPage.IsDisposed)
{
Entry e = Memory.Icons.GetEntry(Icons.ID.Arrow_Left);
Rectangle arrow = new Rectangle
{
X = (int)(dst.X * scale.X - ((e.Width - 2) * 3f)),
Y = (int)((dst.Y + dst.Height / 2) * scale.Y)
};
Memory.Icons.Draw(Icons.ID.Arrow_Left, 1, arrow, new Vector2(3f), fade);
Memory.Icons.Draw(Icons.ID.Arrow_Left, 2, arrow, new Vector2(3f), fade * blink);
arrow = new Rectangle
{
X = (int)((dst.X + dst.Width) * scale.X + -2 * 3f),
Y = arrow.Y
};
Memory.Icons.Draw(Icons.ID.Arrow_Right2, 1, arrow, new Vector2(3f), fade);
Memory.Icons.Draw(Icons.ID.Arrow_Right2, 2, arrow, new Vector2(3f), fade * blink);
}
float speed = .17f;
if (OffScreenBuffer != null && !OffScreenBuffer.IsDisposed)
{
dst.Location = (dst.Location.ToVector2() * scale).ToPoint();
PageTarget = dst.Location.ToVector2();
dst.Size = (dst.Size.ToVector2() * scale).ToPoint();
PageSize = dst.Size.ToVector2();
CurrentPageLoc = CurrentPageLoc == Vector2.Zero ? PageTarget : Vector2.SmoothStep(CurrentPageLoc, PageTarget, speed).FloorOrCeiling(PageTarget);
dst.Location = CurrentPageLoc.RoundedPoint();
Memory.spriteBatch.Draw(OffScreenBuffer, dst, Color.White * fade);
}
if (LastPage != null && !LastPage.IsDisposed)
{
CurrentLastPageLoc = CurrentLastPageLoc == Vector2.Zero ? PageTarget : Vector2.SmoothStep(CurrentLastPageLoc, LastPageTarget, speed).FloorOrCeiling(LastPageTarget);
if (LastPageTarget == CurrentLastPageLoc)
{
LastPage.Dispose(); CurrentLastPageLoc = Vector2.Zero;
}
else
{
dst.Location = CurrentLastPageLoc.RoundedPoint();
Memory.spriteBatch.Draw(LastPage, dst, Color.White * fade);
}
}
else
{
Point ptr = BlockLocs[BlockLoc].Item2;
ptr = ptr.Scale(scale);
DrawPointer(ptr);
}
Memory.SpriteBatchEnd();
}
///
/// Draw Save or Loading Slot Screen
///
/// Text in top right box
/// Text in help box
private static void DrawLGSGChooseSlot(byte[] topright, byte[] help)
{
Memory.SpriteBatchStartAlpha(SamplerState.PointClamp);
DrawLGSGHeader(strLoadScreen[Litems.GameFolder].Text, topright, help);
SlotLocs[0] = DrawLGSGSlot(Vector2.Zero, strLoadScreen[Litems.Slot1].Text, strLoadScreen[Litems.FF8].Text);
SlotLocs[1] = DrawLGSGSlot(new Vector2(0, vpHeight * 0.216666667f), strLoadScreen[Litems.Slot2].Text, strLoadScreen[Litems.FF8].Text);
DrawPointer(SlotLocs[SlotLoc].Item2);
Memory.SpriteBatchEnd();
}
private static Rectangle DrawLGSGHeader(byte[] info, byte[] name, byte[] help)
{
Rectangle dst = new Rectangle((int)(vpWidth * 0.82421875f), (int)(vpHeight * 0.0583333333333333f), (int)(vpWidth * 0.17578125f), (int)(vpHeight * 0.0916666666666667f));
DrawBox(name, null, dst, false);
dst = new Rectangle(0, dst.Y, (int)(vpWidth * 0.8203125f), dst.Height);
DrawBox(info, Icons.ID.INFO, dst);
dst = new Rectangle((int)(vpWidth * 0.0282101167315175f), (int)(dst.Height + dst.Y + vpHeight * 0.0041666666666667f), (int)(vpWidth * 0.943579766536965f), dst.Height);
DrawBox(help, Icons.ID.HELP, dst, false);
return dst;
}
private static void DrawLGSGLoadBar()
{
Rectangle dst = new Rectangle
{
X = (int)(vpWidth * 0.328125f),
Y = (int)(vpHeight * 0.45f),
Width = (int)(vpWidth * 0.34375f),
Height = (int)(vpHeight * 0.1f),
};
dst = DrawBox(null, Icons.ID.INFO, dst).Item1;
dst.Offset(new Vector2
{
X = (vpWidth * 0.01328125f),
Y = (vpHeight * 0.0333333333333333f),
} * scale);
dst.Size = (new Point
{
X = (int)(vpWidth * 0.3171875f),
Y = (int)(vpHeight * 0.0333333333333333f),
}.ToVector2() * scale).ToPoint();
Memory.Icons.Draw(Icons.ID.Bar_BG, -1, dst, Vector2.UnitY, fade);
dst.Width = (int)(dst.Width * PercentLoaded);
Memory.Icons.Draw(Icons.ID.Bar_Fill, -1, dst, Vector2.UnitY, fade);
}
private static Tuple DrawLGSGSlot(Vector2 offset, byte[] title, byte[] main)
{
Rectangle dst = new Rectangle((int)(vpWidth * 0.3703125f), (int)(vpHeight * 0.386111111f), (int)(vpWidth * 0.259375f), (int)(vpHeight * 0.141666667f));
Rectangle slot = new Rectangle(dst.Location, new Point((int)(vpWidth * 0.1f), (int)(vpHeight * 0.0875f)));
slot.Offset(vpWidth * -0.00859375f, vpHeight * -0.033333333f);
slot.Offset(offset);
dst.Offset(offset);
Tuple location = DrawBox(main, null, dst, false, true);
DrawBox(title, null, slot, false, false);
return location;
}
private static void DrawLoadingGame() => throw new NotImplementedException();
private static void DrawPointer(Point cursor, sbyte xoffset = -10)
{
Rectangle dst = new Rectangle(cursor, new Point((int)(24 * 2 * scale.X), (int)(16 * 2 * scale.Y)));
dst.Offset(-(dst.Width) + xoffset, -(dst.Height * .25f));
Memory.Icons.Draw(Icons.ID.Finger_Right, 2, dst, 2f * scale, fade);
}
private static void DrawSGCheckSlot() => DrawLGSGCheckSlot(strLoadScreen[Litems.Save].Text);
private static void DrawSGChooseGame() => DrawLGSGChooseGame(strLoadScreen[Litems.Save].Text, strLoadScreen[Litems.BlockToSave].Text);
///
/// Draw Save Choose Slot Screen
///
private static void DrawSGChooseSlot() => DrawLGSGChooseSlot(strLoadScreen[Litems.Save].Text, strLoadScreen[Litems.SaveFF8].Text);
private static void InitLoad()
{
strLoadScreen = new Dictionary()
{
{ Litems.GameFolder, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,86) } },
{ Litems.Load, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 0 ,54) } },
{ Litems.LoadFF8, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,128) } },
{ Litems.Save, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 0 ,14) } },
{ Litems.SaveFF8, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,117) } },
{ Litems.FF8, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,127) } },
{ Litems.Loading, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,93) } },
{ Litems.Slot1, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,87) } },
{ Litems.Slot2, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,88) } },
{ Litems.GameFolderSlot1, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,121) } },
{ Litems.GameFolderSlot2, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,122) } },
{ Litems.CheckGameFolder, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,110) } },
{ Litems.BlockToLoad, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,114) } },
{ Litems.BlockToSave, new Item{Text=Memory.Strings.Read(Strings.FileID.MNGRP, 1 ,89) } },
};
SlotLoc = 0;
BlockLoc = 0;
SlotLocs = new Tuple[2];
BlockLocs = new Tuple[3];
}
private static bool UpdateLGChooseGame()
{
if (blinkstate)
blink += Memory.gameTime.ElapsedGameTime.Milliseconds / 2000.0f * 3;
else
blink -= Memory.gameTime.ElapsedGameTime.Milliseconds / 2000.0f * 3;
bool ret = false;
Point ml = Input.MouseLocation;
if (BlockLocs != null && BlockLocs.Length > 0 && BlockLocs[0] != null)
{
for (int i = 0; i < BlockLocs.Length && BlockLocs[i] != null; i++)
{
if (BlockLocs[i].Item1.Scale(scale).Contains(ml))
{
BlockLoc = (sbyte)i;
ret = true;
if (Input.Button(Buttons.MouseWheelup) || Input.Button(Buttons.MouseWheeldown))
{
return ret;
}
break;
}
}
if (Input.Button(Buttons.Down))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
BlockLoc++;
ret = true;
}
else if (Input.Button(Buttons.Left))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
if(LastPage!=null && !LastPage.IsDisposed)
{
LastPage.Dispose();
CurrentLastPageLoc = Vector2.Zero;
}
if (OffScreenBuffer != null && !OffScreenBuffer.IsDisposed)
{
lock (OffScreenBuffer)
{
LastPage = new Texture2D(Memory.graphics.GraphicsDevice, OffScreenBuffer.Width, OffScreenBuffer.Height);
lock (LastPage)
{
Color[] texdata = new Color[OffScreenBuffer.Width * OffScreenBuffer.Height];
OffScreenBuffer.GetData(texdata);
LastPage.SetData(texdata);
LastPageTarget = new Vector2(vpWidth * scale.X, CurrentPageLoc.Y);
CurrentPageLoc = new Vector2(-PageSize.X, CurrentPageLoc.Y);
}
}
}
Blockpage--;
ret = true;
}
else if (Input.Button(Buttons.Right))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
if (LastPage != null && !LastPage.IsDisposed)
{
LastPage.Dispose();
CurrentLastPageLoc = Vector2.Zero;
}
if (OffScreenBuffer != null && !OffScreenBuffer.IsDisposed)
{
lock (OffScreenBuffer)
{
LastPage = new Texture2D(Memory.graphics.GraphicsDevice, OffScreenBuffer.Width, OffScreenBuffer.Height);
lock (LastPage)
{
Color[] texdata = new Color[OffScreenBuffer.Width * OffScreenBuffer.Height];
OffScreenBuffer.GetData(texdata);
LastPage.SetData(texdata);
LastPageTarget = new Vector2(-PageSize.X, CurrentPageLoc.Y);
CurrentPageLoc = new Vector2(vpWidth * scale.X, CurrentPageLoc.Y);
}
}
}
Blockpage++;
ret = true;
}
else if (Input.Button(Buttons.Up))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
BlockLoc--;
ret = true;
}
else if (Input.Button(Keys.PageDown))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
SlotLoc++;
ret = true;
}
else if (Input.Button(Keys.PageUp))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
SlotLoc--;
ret = true;
}
else if (Input.Button(Buttons.Cancel))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(8);
init_debugger_Audio.StopAudio();
Dchoose = 0;
Fade = 0.0f;
State = MainMenuStates.LoadGameChooseSlot;
ret = true;
}
else if (Input.Button(Buttons.Okay))
{
PercentLoaded = 0f;
State = MainMenuStates.LoadGameCheckingSlot;
}
}
if (scale != lastscale && OffScreenBuffer != null && !OffScreenBuffer.IsDisposed)
OffScreenBuffer.Dispose();
if (OffScreenBuffer == null || OffScreenBuffer.IsDisposed)
//if you make these with out disposing enough times gfx driver crashes.
//happened many times if i left this running and had this just ran every draw call. heh.
OffScreenBuffer = new RenderTarget2D(Memory.graphics.GraphicsDevice, (int)(vpWidth * 0.65625f *scale.X), (int)(vpHeight * 0.6625f*scale.Y), false, SurfaceFormat.Color, DepthFormat.None);
return ret;
}
private static bool UpdateLGChooseSlot()
{
bool ret = false;
Point ml = Input.MouseLocation;
for (int i = 0; i < SlotLocs.Length; i++)
{
if (SlotLocs[i].Item1.Contains(ml))
{
SlotLoc = (sbyte)i;
ret = true;
if (Input.Button(Buttons.MouseWheelup) || Input.Button(Buttons.MouseWheeldown))
{
return ret;
}
break;
}
}
if (Input.Button(Buttons.Down))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
SlotLoc++;
ret = true;
}
else if (Input.Button(Buttons.Up))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(0);
SlotLoc--;
ret = true;
}
if (Input.Button(Buttons.Cancel))
{
Input.ResetInputLimit();
init_debugger_Audio.PlaySound(8);
init_debugger_Audio.StopAudio();
Dchoose = 0;
Fade = 0.0f;
State = MainMenuStates.MainLobby;
ret = true;
}
else if (Input.Button(Buttons.Okay))
{
PercentLoaded = 0f;
State = MainMenuStates.LoadGameCheckingSlot;
}
return ret;
}
private static void UpdateLoading() => throw new NotImplementedException();
private static void UpdateLoadingSlot()
{
if (PercentLoaded < 1.0f)
{
PercentLoaded += Memory.gameTime.ElapsedGameTime.Milliseconds / 1000.0f * 3;
}
else
{
State = MainMenuStates.LoadGameChooseGame;
init_debugger_Audio.PlaySound(35);
}
UpdateLGChooseGame();
}
#endregion Methods
}
}