Renamed Out to CurveOutline
This commit is contained in:
@@ -6,22 +6,22 @@ namespace _2DGAMELIB
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//outline/path/line basically represents a curve :3
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[Serializable]
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public class Out
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public class CurveOutline
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{
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public List<Vector2D> ps = new List<Vector2D>();
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public float Tension = 0.5f;
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public bool Outline = true;
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public Out()
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public CurveOutline()
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{
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}
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public Out(Out Out)
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public CurveOutline(CurveOutline CurveOutline)
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{
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ps = new List<Vector2D>(Out.ps);
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Tension = Out.Tension;
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Outline = Out.Outline;
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ps = new List<Vector2D>(CurveOutline.ps);
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Tension = CurveOutline.Tension;
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Outline = CurveOutline.Outline;
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}
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}
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}
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@@ -286,7 +286,7 @@ namespace _2DGAMELIB
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base_ = new ShapePart
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{
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Tag = Name + "_ベース",
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InitializeOP = new Out[1] { Shas.GetSquare() },
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InitializeOP = new CurveOutline[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width,
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@@ -300,7 +300,7 @@ namespace _2DGAMELIB
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frame1 = new ShapePart
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{
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Tag = Name + "_フレーム1",
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InitializeOP = new Out[1] { Shas.GetSquare() },
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InitializeOP = new CurveOutline[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag(),
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@@ -315,7 +315,7 @@ namespace _2DGAMELIB
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frame2 = new ShapePart
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{
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Tag = Name + "_フレーム2",
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InitializeOP = new Out[1] { Shas.GetSquare() },
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InitializeOP = new CurveOutline[1] { Shas.GetSquare() },
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PositionBase = Position,
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag(),
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@@ -329,7 +329,7 @@ namespace _2DGAMELIB
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gauge = new ShapePart
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{
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Tag = Name + "_ゲージ",
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InitializeOP = new Out[1] { Shas.GetSquare() },
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InitializeOP = new CurveOutline[1] { Shas.GetSquare() },
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PositionBase = GetGaugePosition(),
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SizeBase = Size,
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SizeXBase = Width * GetWidthMag() * GetGaugeWidthMag(Margin),
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@@ -343,7 +343,7 @@ namespace _2DGAMELIB
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this.knob = new ShapePart
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{
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Tag = Name + "_ノブ",
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InitializeOP = new Out[1] { Shas.GetSquare() },
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InitializeOP = new CurveOutline[1] { Shas.GetSquare() },
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SizeBase = Size,
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SizeXBase = GetKnobWidthMag(Width),
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SizeYBase = GetKnobHeightMag(Height),
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@@ -48,7 +48,7 @@ namespace _2DGAMELIB
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this.Are = Are;
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this.Width = Width;
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Out[] array = new Out[1] { Shas.GetSquare() };
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CurveOutline[] array = new CurveOutline[1] { Shas.GetSquare() };
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if (FramColor == Color.Empty || FramColor == Color.Transparent)
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{
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array.OutlineFalse();
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@@ -66,7 +66,7 @@ namespace _2DGAMELIB
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private static void GetMinMaxX(ShapePart ShapePart, ref double MinX, ref double MaxX)
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{
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foreach (Out item in ShapePart.OP)
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foreach (CurveOutline item in ShapePart.OP)
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{
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foreach (Vector2D p in item.ps)
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{
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@@ -85,7 +85,7 @@ namespace _2DGAMELIB
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private static void GetMinMaxY(ShapePart ShapePart, ref double MinY, ref double MaxY)
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{
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foreach (Out item in ShapePart.OP)
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foreach (CurveOutline item in ShapePart.OP)
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{
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foreach (Vector2D p in item.ps)
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{
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@@ -17,7 +17,8 @@ namespace _2DGAMELIB
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private static readonly RemappedTypeBinder Binder = new RemappedTypeBinder()
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.Add("_2DGAMELIB.Par", typeof(ShapePart))
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.Add("_2DGAMELIB.ParT", typeof(ShapePartT))
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.Add("_2DGAMELIB.Pars", typeof(PartGroup));
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.Add("_2DGAMELIB.Pars", typeof(PartGroup))
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.Add("_2DGAMELIB.Out", typeof(CurveOutline));
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private static BinaryFormatter NewFormatter()
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{
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@@ -29,7 +29,7 @@ namespace _2DGAMELIB
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public string Tag = "";
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protected List<Out> op = new List<Out>();
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protected List<CurveOutline> op = new List<CurveOutline>();
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protected List<Joi> jp = new List<Joi>();
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@@ -149,7 +149,7 @@ namespace _2DGAMELIB
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public PartGroup Parent => parent;
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public List<Out> OP
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public List<CurveOutline> OP
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{
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get
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{
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@@ -165,7 +165,7 @@ namespace _2DGAMELIB
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}
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}
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public IEnumerable<Out> InitializeOP
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public IEnumerable<CurveOutline> InitializeOP
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{
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set
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{
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@@ -583,10 +583,10 @@ namespace _2DGAMELIB
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protected void Copy(ShapePart ShapePart)
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{
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Tag = ShapePart.Tag;
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op = new List<Out>(ShapePart.op.Count);
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op = new List<CurveOutline>(ShapePart.op.Count);
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for (int i = 0; i < ShapePart.op.Count; i++)
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{
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op.Add(new Out(ShapePart.op[i]));
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op.Add(new CurveOutline(ShapePart.op[i]));
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}
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jp = new List<Joi>(ShapePart.jp.Count);
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for (int j = 0; j < ShapePart.jp.Count; j++)
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@@ -665,7 +665,7 @@ namespace _2DGAMELIB
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Path.Reset();
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OutlinePath.Reset();
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foreach (Out item in op)
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foreach (CurveOutline item in op)
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{
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points = new PointF[item.ps.Count];
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for (int i = 0; i < item.ps.Count; i++)
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@@ -766,7 +766,7 @@ namespace _2DGAMELIB
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gph.Reset();
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if (Closed)
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{
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foreach (Out item in op)
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foreach (CurveOutline item in op)
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{
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psh = new PointF[item.ps.Count];
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for (int i = 0; i < item.ps.Count; i++)
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@@ -784,7 +784,7 @@ namespace _2DGAMELIB
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return;
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}
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foreach (Out item2 in op)
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foreach (CurveOutline item2 in op)
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{
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psh = new PointF[item2.ps.Count];
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for (int j = 0; j < item2.ps.Count; j++)
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@@ -365,18 +365,18 @@ namespace _2DGAMELIB
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{
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Vector2D[] stringRectPoints = GetStringRectPoints(Unit, Graphics);
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Out @out = new Out { Tension = 0f };
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CurveOutline curveOutline = new CurveOutline { Tension = 0f };
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Vector2D vector2D = DataConsts.Vec2DZero - stringRectPoints[0];
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double x = 0.05;
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double num = 0.025;
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@out.ps.Add(stringRectPoints[0].AddY(-num) + vector2D);
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@out.ps.Add(stringRectPoints[1].AddXY(x, -num) + vector2D);
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@out.ps.Add(stringRectPoints[2].AddXY(x, num) + vector2D);
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@out.ps.Add(stringRectPoints[3].AddY(num) + vector2D);
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curveOutline.ps.Add(stringRectPoints[0].AddY(-num) + vector2D);
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curveOutline.ps.Add(stringRectPoints[1].AddXY(x, -num) + vector2D);
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curveOutline.ps.Add(stringRectPoints[2].AddXY(x, num) + vector2D);
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curveOutline.ps.Add(stringRectPoints[3].AddY(num) + vector2D);
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base.OP.Add(@out);
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base.OP.Add(curveOutline);
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}
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public new void Dispose()
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{
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@@ -38,27 +38,27 @@ namespace _2DGAMELIB
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return Point;
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}
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public static void SetTension(this IEnumerable<Out> Out, float Tension)
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public static void SetTension(this IEnumerable<CurveOutline> Out, float Tension)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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item.Tension = Tension;
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}
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}
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public static void OutlineFalse(this IEnumerable<Out> Out)
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public static void OutlineFalse(this IEnumerable<CurveOutline> Out)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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item.Outline = false;
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}
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}
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public static Vector2D GetCenter(this IEnumerable<Out> Out)
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public static Vector2D GetCenter(this IEnumerable<CurveOutline> Out)
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{
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double num = 0.0;
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Vector2D vec2DZero = DataConsts.Vec2DZero;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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foreach (Vector2D p in item.ps)
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{
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@@ -81,10 +81,10 @@ namespace _2DGAMELIB
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return vec2DZero / num;
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}
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public static void Rotation(this IEnumerable<Out> Out, Vector2D BP, double Angle)
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public static void Rotation(this IEnumerable<CurveOutline> Out, Vector2D BP, double Angle)
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{
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MatrixD transform = Angle.ToRadian().RotationZ();
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -93,10 +93,10 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingX(this IEnumerable<Out> Out, Vector2D BP, double Rate)
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public static void ScalingX(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
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{
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double num = BP.X - BP.X * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -107,10 +107,10 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingX(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
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public static void ScalingX(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
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double num = BP.X - BP.X * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -121,10 +121,10 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingY(this IEnumerable<Out> Out, Vector2D BP, double Rate)
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public static void ScalingY(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
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{
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double num = BP.Y - BP.Y * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -135,10 +135,10 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingY(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
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public static void ScalingY(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
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double num = BP.Y - BP.Y * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -149,12 +149,12 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingXY(this IEnumerable<Out> Out, Vector2D BP, double Rate)
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public static void ScalingXY(this IEnumerable<CurveOutline> Out, Vector2D BP, double Rate)
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{
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Vector2D vector2D = default(Vector2D);
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vector2D.X = BP.X - BP.X * Rate;
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vector2D.Y = BP.Y - BP.Y * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -166,12 +166,12 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingXY(this IEnumerable<Out> Out, ref Vector2D BP, double Rate)
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public static void ScalingXY(this IEnumerable<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
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Vector2D vector2D = default(Vector2D);
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vector2D.X = BP.X - BP.X * Rate;
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vector2D.Y = BP.Y - BP.Y * Rate;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -183,12 +183,12 @@ namespace _2DGAMELIB
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}
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}
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public static void ScalingXY(this IEnumerable<Out> Out, Vector2D BP, double X, double Y)
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public static void ScalingXY(this IEnumerable<CurveOutline> Out, Vector2D BP, double X, double Y)
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{
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Vector2D vector2D = default(Vector2D);
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vector2D.X = BP.X - BP.X * X;
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vector2D.Y = BP.Y - BP.Y * Y;
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -260,10 +260,10 @@ namespace _2DGAMELIB
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}
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}
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public static void ReverseX(this List<Out> Out, ref Vector2D BP)
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public static void ReverseX(this List<CurveOutline> Out, ref Vector2D BP)
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{
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double num = BP.X - (1.0 - BP.X);
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -276,10 +276,10 @@ namespace _2DGAMELIB
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Out.Reverse();
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}
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public static void ReverseY(this List<Out> Out, Vector2D BP)
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public static void ReverseY(this List<CurveOutline> Out, Vector2D BP)
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{
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double num = BP.Y - (1.0 - BP.Y);
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -292,10 +292,10 @@ namespace _2DGAMELIB
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Out.Reverse();
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}
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public static void ReverseY(this List<Out> Out, ref Vector2D BP)
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public static void ReverseY(this List<CurveOutline> Out, ref Vector2D BP)
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{
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double num = BP.Y - (1.0 - BP.Y);
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -326,9 +326,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionX(this List<Out> Out, Vector2D BP, double Rate)
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public static void ExpansionX(this List<CurveOutline> Out, Vector2D BP, double Rate)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -339,9 +339,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionX(this List<Out> Out, ref Vector2D BP, double Rate)
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public static void ExpansionX(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -352,9 +352,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionY(this List<Out> Out, Vector2D BP, double Rate)
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public static void ExpansionY(this List<CurveOutline> Out, Vector2D BP, double Rate)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -365,9 +365,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionY(this List<Out> Out, ref Vector2D BP, double Rate)
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public static void ExpansionY(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -378,9 +378,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionXY(this List<Out> Out, Vector2D BP, double Rate)
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public static void ExpansionXY(this List<CurveOutline> Out, Vector2D BP, double Rate)
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{
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foreach (Out item in Out)
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foreach (CurveOutline item in Out)
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{
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for (int i = 0; i < item.ps.Count; i++)
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{
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@@ -389,9 +389,9 @@ namespace _2DGAMELIB
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}
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}
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public static void ExpansionXY(this List<Out> Out, ref Vector2D BP, double Rate)
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public static void ExpansionXY(this List<CurveOutline> Out, ref Vector2D BP, double Rate)
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{
|
||||
foreach (Out item in Out)
|
||||
foreach (CurveOutline item in Out)
|
||||
{
|
||||
for (int i = 0; i < item.ps.Count; i++)
|
||||
{
|
||||
@@ -436,10 +436,10 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable<Vector2D> EnumPoints(this IEnumerable<Out> Out)
|
||||
public static IEnumerable<Vector2D> EnumPoints(this IEnumerable<CurveOutline> Out)
|
||||
{
|
||||
HashSet<Vector2D> hs = new HashSet<Vector2D>();
|
||||
foreach (Out item in Out)
|
||||
foreach (CurveOutline item in Out)
|
||||
{
|
||||
foreach (Vector2D p in item.ps)
|
||||
{
|
||||
@@ -452,7 +452,7 @@ namespace _2DGAMELIB
|
||||
}
|
||||
}
|
||||
|
||||
public static Out GetTriangle()
|
||||
public static CurveOutline GetTriangle()
|
||||
{
|
||||
|
||||
MatrixD m120 = 120.0.ToRadian().RotationZ();
|
||||
@@ -464,16 +464,16 @@ namespace _2DGAMELIB
|
||||
Vector2D TP3 = Math.TransformCoordinateBP(TP1, new Vector2D(0.5, 0.5), m240);
|
||||
|
||||
|
||||
return new Out
|
||||
return new CurveOutline
|
||||
{
|
||||
Tension = 0f,
|
||||
ps = { TP1, TP2, TP3 }
|
||||
};
|
||||
}
|
||||
|
||||
public static Out GetSquare()
|
||||
public static CurveOutline GetSquare()
|
||||
{
|
||||
return new Out
|
||||
return new CurveOutline
|
||||
{
|
||||
Tension = 0f,
|
||||
ps = {
|
||||
|
||||
@@ -204,7 +204,7 @@ namespace _2DGAMELIB
|
||||
private void SetParT(string Name, ref Vector2D Position, double Size, double Width, double Height, Font Font, double TextSize, string Text, ref Color TextColor, ref Color ShadColor, ref Color BackColor)
|
||||
{
|
||||
_partGroup = new PartGroup();
|
||||
Out[] array = new Out[1] { Shas.GetSquare() };
|
||||
CurveOutline[] array = new CurveOutline[1] { Shas.GetSquare() };
|
||||
array.OutlineFalse();
|
||||
_shapePartT = new ShapePartT
|
||||
{
|
||||
@@ -231,7 +231,7 @@ namespace _2DGAMELIB
|
||||
|
||||
private void SetFeed(string Name, double Size, ref Color FeedColor)
|
||||
{
|
||||
Out[] array = new Out[1] { Shas.GetTriangle() };
|
||||
CurveOutline[] array = new CurveOutline[1] { Shas.GetTriangle() };
|
||||
feed = new ShapePart
|
||||
{
|
||||
Tag = Name + "_Feed",
|
||||
|
||||
Reference in New Issue
Block a user