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Widget1.xaml.cs
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using Microsoft.Gaming.XboxGameBar;
using Microsoft.Graphics.Canvas;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices.WindowsRuntime;
using System.Threading.Tasks;
using Windows.Foundation;
using Windows.Foundation.Collections;
using Windows.UI;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Navigation;
// 빈 페이지 항목 템플릿에 대한 설명은 https://go.microsoft.com/fwlink/?LinkId=234238에 나와 있습니다.
namespace MurbongCrosshair
{
/// <summary>
/// 자체적으로 사용하거나 프레임 내에서 탐색할 수 있는 빈 페이지입니다.
/// </summary>
public sealed partial class Widget1 : Page
{
private Size size;
private XboxGameBarWidget widget = null;
public static Crosshair crosshair;
public static Action SettingEvent;
public static Action CenterScreen;
public Widget1()
{
this.InitializeComponent();
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
widget = e.Parameter as XboxGameBarWidget;
widget.SettingsClicked += Widget_SettingsClicked;
SettingEvent += SettingChange;
CenterScreen += () => widget.CenterWindowAsync();
crosshair = new Crosshair();
crosshair.ImportSetting((string)Settings.GetSettingValue("Crosshair"));
size = new Size(400, 400);
widget.MinWindowSize = size;
widget.MaxWindowSize = size;
Task.Run(() => widget.TryResizeWindowAsync(size));
}
private async void Widget_SettingsClicked(XboxGameBarWidget sender, object args)
{
await widget.ActivateSettingsAsync();
}
private void SettingChange()
{
Settings.SetSettingValue("Crosshair", crosshair.ExportSetting());
Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () =>
{
renderOnce();
});
}
private void canvasSwapChainPaenl_Loaded(object sender, RoutedEventArgs e)
{
renderOnce();
}
private void renderOnce()
{
canvasSwapChainPanel.SwapChain = new CanvasSwapChain(CanvasDevice.GetSharedDevice(), (float)size.Width, (float)size.Height, 96);
var swapChain = canvasSwapChainPanel.SwapChain;
using (var ds = swapChain.CreateDrawingSession(Colors.Transparent))
{
var x = (float)size.Width / 2;
var y = (float)size.Height / 2;
var crosshairLength = crosshair.Size * 2;
var crosshairWidth = crosshair.Thickness * 2;
var crosshairGap = crosshair.Gap + 4;
var outlineThickness = crosshair.Outline;
ds.Clear(Colors.Transparent);
if (crosshair.EnableOutline)
{
//
ds.FillRectangle(
x + ((crosshairWidth / 2) + crosshairGap) - outlineThickness,
y - (crosshairWidth / 2) - outlineThickness,
crosshairLength + outlineThickness * 2,
crosshairWidth + outlineThickness * 2, Colors.Black);
ds.FillRectangle((x - ((crosshairLength + (crosshairWidth / 2)) + crosshairGap)) - outlineThickness,
y - (crosshairWidth / 2) - outlineThickness,
crosshairLength + outlineThickness * 2,
crosshairWidth + outlineThickness * 2, Colors.Black);
if (!crosshair.EnableTShape)
ds.FillRectangle(x - (crosshairWidth / 2) - outlineThickness,
y - ((crosshairLength + (crosshairWidth / 2)) + crosshairGap) - outlineThickness,
crosshairWidth + outlineThickness * 2,
crosshairLength + outlineThickness * 2, Colors.Black);
ds.FillRectangle(x - (crosshairWidth / 2) - outlineThickness,
y + ((crosshairWidth / 2) + crosshairGap) - outlineThickness,
crosshairWidth + outlineThickness * 2,
crosshairLength + outlineThickness * 2, Colors.Black);
if (crosshair.EnableDot)
ds.FillRectangle(x - (crosshairWidth / 2) - outlineThickness,
y - (crosshairWidth / 2) - outlineThickness,
crosshairWidth + outlineThickness * 2,
crosshairWidth + outlineThickness * 2, Colors.Black);
}
if (crosshair.EnableDot)
{
ds.FillRectangle(x - (crosshairWidth / 2), y - (crosshairWidth / 2), crosshairWidth, crosshairWidth, crosshair.Colors);
}
//draw crosshair
ds.FillRectangle(x + ((crosshairWidth / 2) + crosshairGap), y - (crosshairWidth / 2), crosshairLength, crosshairWidth, crosshair.Colors); // Right
ds.FillRectangle((x - ((crosshairLength + (crosshairWidth / 2)) + crosshairGap)), y - (crosshairWidth / 2), crosshairLength, crosshairWidth, crosshair.Colors); // Left
if (!crosshair.EnableTShape)
ds.FillRectangle(x - (crosshairWidth / 2), y - ((crosshairLength + (crosshairWidth / 2)) + crosshairGap), crosshairWidth, crosshairLength, crosshair.Colors); // Up
ds.FillRectangle(x - (crosshairWidth / 2), y + ((crosshairWidth / 2) + crosshairGap), crosshairWidth, crosshairLength, crosshair.Colors); // Down
ds.Flush();
swapChain.Present();
}
}
}
}