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using System.Collections.Generic ;
using System.Text ;
using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Extensions ;
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using MLEM.Font ;
using MLEM.Textures ;
namespace MLEM.Ui.Style {
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/// <summary>
/// The default, untextured <see cref="UiStyle"/>.
/// Note that, as MLEM does not provide any texture or font assets, this default style is made up of single-color textures that were generated using <see cref="SpriteBatchExtensions.GenerateTexture"/>.
/// </summary>
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public class UntexturedStyle : UiStyle {
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/// <summary>
/// Creates a new untextured style with textures generated by the given sprite batch
/// </summary>
/// <param name="batch">The sprite batch to generate the textures with</param>
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public UntexturedStyle ( SpriteBatch batch ) {
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this . SelectionIndicator = batch . GenerateTexture ( Color . Transparent , Color . Red ) ;
this . ButtonTexture = batch . GenerateTexture ( Color . CadetBlue ) ;
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this . ButtonHoveredColor = Color . LightGray ;
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this . ButtonDisabledColor = Color . Gray ;
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this . PanelTexture = batch . GenerateTexture ( Color . Gray ) ;
this . TextFieldTexture = batch . GenerateTexture ( Color . MediumBlue ) ;
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this . TextFieldHoveredColor = Color . LightGray ;
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this . ScrollBarBackground = batch . GenerateTexture ( Color . LightBlue ) ;
this . ScrollBarScrollerTexture = batch . GenerateTexture ( Color . Blue ) ;
this . CheckboxTexture = batch . GenerateTexture ( Color . LightBlue ) ;
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this . CheckboxHoveredColor = Color . LightGray ;
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this . CheckboxCheckmark = batch . GenerateTexture ( Color . Blue ) . Region ;
this . RadioTexture = batch . GenerateTexture ( Color . AliceBlue ) ;
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this . RadioHoveredColor = Color . LightGray ;
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this . RadioCheckmark = batch . GenerateTexture ( Color . CornflowerBlue ) . Region ;
this . TooltipBackground = batch . GenerateTexture ( Color . Black * 0.65F , Color . Black * 0.65F ) ;
this . TooltipOffset = new Vector2 ( 2 , 3 ) ;
this . ProgressBarTexture = batch . GenerateTexture ( Color . RoyalBlue ) ;
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this . ProgressBarColor = Color . White ;
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this . ProgressBarProgressPadding = new Vector2 ( 1 ) ;
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this . ProgressBarProgressColor = Color . Red ;
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this . Font = new EmptyFont ( ) ;
}
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private class EmptyFont : GenericFont {
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public override GenericFont Bold = > this ;
public override GenericFont Italic = > this ;
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public override float LineHeight = > 1 ;
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public override Vector2 MeasureString ( string text ) {
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return Vector2 . One ;
}
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public override Vector2 MeasureString ( StringBuilder text ) {
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return Vector2 . One ;
}
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public override void DrawString ( SpriteBatch batch , string text , Vector2 position , Color color ) {
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}
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public override void DrawString ( SpriteBatch batch , string text , Vector2 position , Color color , float rotation , Vector2 origin , float scale , SpriteEffects effects , float layerDepth ) {
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}
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public override void DrawString ( SpriteBatch batch , string text , Vector2 position , Color color , float rotation , Vector2 origin , Vector2 scale , SpriteEffects effects , float layerDepth ) {
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}
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public override void DrawString ( SpriteBatch batch , StringBuilder text , Vector2 position , Color color ) {
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}
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public override void DrawString ( SpriteBatch batch , StringBuilder text , Vector2 position , Color color , float rotation , Vector2 origin , float scale , SpriteEffects effects , float layerDepth ) {
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}
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public override void DrawString ( SpriteBatch batch , StringBuilder text , Vector2 position , Color color , float rotation , Vector2 origin , Vector2 scale , SpriteEffects effects , float layerDepth ) {
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}
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public override bool HasCharacter ( char c ) {
return false ;
}
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}
}
}