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MLEM/Demos/UiDemo.cs

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using System;
using System.Collections.Generic;
using Coroutine;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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using MLEM.Font;
using MLEM.Input;
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using MLEM.Startup;
using MLEM.Textures;
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using MLEM.Ui;
using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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namespace Demos {
/// <remarks>
/// NOTE: This ui demo derives from <see cref="MlemGame"/>. To use MLEM.Ui, it's not required to use MLEM.Startup (which MlemGame is a part of).
/// If using your own game class that derives from <see cref="Game"/>, however, you will have to do a few additional things to get MLEM.Ui up and running:
/// - Create an instance of <see cref="UiSystem"/>
/// - Call the instance's Update method in your game's Update method
/// - Call the instance's Draw method in your game's Draw method
/// </remarks>
public class UiDemo : MlemGame {
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private Texture2D testTexture;
private NinePatch testPatch;
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public UiDemo() {
this.IsMouseVisible = true;
}
protected override void LoadContent() {
this.testTexture = LoadContent<Texture2D>("Textures/Test");
this.testPatch = new NinePatch(new TextureRegion(this.testTexture, 0, 8, 24, 24), 8);
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base.LoadContent();
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// create a new style
// this one derives form UntexturedStyle so that stuff like the hover colors don't have to be set again
var style = new UntexturedStyle(this.SpriteBatch) {
// when using a SpriteFont, use GenericSpriteFont. When using a MonoGame.Extended BitmapFont, use GenericBitmapFont.
// Wrapping fonts like this allows for both types to be usable within MLEM.Ui easily
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Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
TextScale = 0.1F,
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PanelTexture = this.testPatch,
ButtonTexture = new NinePatch(new TextureRegion(this.testTexture, 24, 8, 16, 16), 4),
TextFieldTexture = new NinePatch(new TextureRegion(this.testTexture, 24, 8, 16, 16), 4),
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ScrollBarBackground = new NinePatch(new TextureRegion(this.testTexture, 12, 0, 4, 8), 1, 1, 2, 2),
ScrollBarScrollerTexture = new NinePatch(new TextureRegion(this.testTexture, 8, 0, 4, 8), 1, 1, 2, 2),
CheckboxTexture = new NinePatch(new TextureRegion(this.testTexture, 24, 8, 16, 16), 4),
CheckboxCheckmark = new TextureRegion(this.testTexture, 24, 0, 8, 8),
RadioTexture = new NinePatch(new TextureRegion(this.testTexture, 16, 0, 8, 8), 3),
RadioCheckmark = new TextureRegion(this.testTexture, 32, 0, 8, 8)
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};
var untexturedStyle = this.UiSystem.Style;
// set the defined style as the current one
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this.UiSystem.Style = style;
// scale every ui up by 5
this.UiSystem.GlobalScale = 5;
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// create the root panel that all the other components sit on and add it to the ui system
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var root = new Panel(Anchor.Center, new Vector2(80, 100), Vector2.Zero, false, true, new Point(5, 10));
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this.UiSystem.Add("Test", root);
root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a small demo for MLEM.Ui, a user interface library that is part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame."));
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var image = root.AddChild(new Image(Anchor.AutoCenter, new Vector2(50, 50), new TextureRegion(this.testTexture, 0, 0, 8, 8)) {IsHidden = true, Padding = new Point(3)});
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root.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), "Toggle Test Image", "This button shows a grass tile as a test image to show the automatic anchoring of objects.") {
OnClicked = (element, button) => {
if (button == MouseButton.Left)
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image.IsHidden = !image.IsHidden;
}
});
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root.AddChild(new VerticalSpace(3));
root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Note that the default style does not contain any textures or font files and, as such, is quite bland. However, the default style is quite easy to override."));
root.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), "Change Style") {
OnClicked = (element, button) => {
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if (button == MouseButton.Left)
this.UiSystem.Style = this.UiSystem.Style == untexturedStyle ? style : untexturedStyle;
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},
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PositionOffset = new Vector2(0, 1),
// set HasCustomStyle to true before changing style information so that, when changing the style globally
// (like above), these custom values don't get undone
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HasCustomStyle = true,
Texture = this.testPatch,
HoveredColor = Color.LightGray
});
root.AddChild(new VerticalSpace(3));
root.AddChild(new Paragraph(Anchor.AutoCenter, 1, "Text input:", true));
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root.AddChild(new TextField(Anchor.AutoLeft, new Vector2(1, 10)) {PositionOffset = new Vector2(0, 1)});
root.AddChild(new VerticalSpace(3));
root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Zoom in or out:"));
root.AddChild(new Button(Anchor.AutoLeft, new Vector2(10), "+") {
OnClicked = (element, button) => {
if (element.Root.Scale < 2)
element.Root.Scale += 0.1F;
}
});
root.AddChild(new Button(Anchor.AutoInline, new Vector2(10), "-") {
OnClicked = (element, button) => {
if (element.Root.Scale > 0.5F)
element.Root.Scale -= 0.1F;
},
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PositionOffset = new Vector2(1, 0)
});
root.AddChild(new VerticalSpace(3));
root.AddChild(new Checkbox(Anchor.AutoLeft, new Vector2(1, 10), "Checkbox 1!"));
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root.AddChild(new Checkbox(Anchor.AutoLeft, new Vector2(1, 10), "Checkbox 2!") {PositionOffset = new Vector2(0, 1)});
root.AddChild(new VerticalSpace(3));
root.AddChild(new RadioButton(Anchor.AutoLeft, new Vector2(1, 10), "Radio button 1!"));
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root.AddChild(new RadioButton(Anchor.AutoLeft, new Vector2(1, 10), "Radio button 2!") {PositionOffset = new Vector2(0, 1)});
}
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protected override void Draw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
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base.Draw(gameTime);
}
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}
}