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MLEM/MLEM.Ui/Style/UiStyle.cs

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using System;
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
using MLEM.Font;
using MLEM.Formatting;
using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Style {
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/// <summary>
/// The style settings for a <see cref="UiSystem"/>.
/// Each <see cref="Element"/> uses these style settings by default, however you can also change these settings per element using the elements' individual style settings.
/// Note that this class is a <see cref="GenericDataHolder"/>, meaning additional styles for custom components can easily be added using <see cref="GenericDataHolder.SetData"/>
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/// </summary>
public class UiStyle : GenericDataHolder {
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/// <summary>
/// The texture that is rendered on top of the <see cref="UiControls.SelectedElement"/>
/// </summary>
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public NinePatch SelectionIndicator;
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/// <summary>
/// The texture that the <see cref="Button"/> element uses
/// </summary>
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public NinePatch ButtonTexture;
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/// <summary>
/// The texture that the <see cref="Button"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// Note that, if you just want to change the button's color when hovered, use <see cref="ButtonHoveredColor"/>.
/// </summary>
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public NinePatch ButtonHoveredTexture;
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/// <summary>
/// The color that the <see cref="Button"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color ButtonHoveredColor = Color.LightGray;
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/// <summary>
/// The texture that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
/// </summary>
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public NinePatch ButtonDisabledTexture;
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/// <summary>
/// The color that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
/// </summary>
public Color ButtonDisabledColor = Color.Gray;
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/// <summary>
/// The texture that the <see cref="Panel"/> element uses
/// </summary>
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public NinePatch PanelTexture;
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/// <summary>
/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Panel"/> by default
/// </summary>
public Padding PanelChildPadding = new Vector2(5);
/// <summary>
/// The amount that a <see cref="Panel"/>'s scrollable area is moved per single movement of the scroll wheel
/// </summary>
public float PanelStepPerScroll = 10;
/// <summary>
/// The size of the scroller of a <see cref="Panel"/>'s scroll bar
/// </summary>
public Vector2 PanelScrollerSize = new Vector2(5, 10);
/// <summary>
/// The amount of pixels of room there should be between a <see cref="Panel"/>'s scroll bar and the rest of its content
/// </summary>
public float PanelScrollBarOffset = 1;
/// <summary>
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/// The texture that the <see cref="TextField"/> element uses
/// </summary>
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public NinePatch TextFieldTexture;
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/// <summary>
/// The texture that the <see cref="TextField"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
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public NinePatch TextFieldHoveredTexture;
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/// <summary>
/// The color that the <see cref="TextField"/> renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color TextFieldHoveredColor = Color.LightGray;
/// <summary>
/// The x position that a <see cref="TextField"/>'s text should start rendering at, based on the x position of the text field
/// </summary>
public float TextFieldTextOffsetX = 4;
/// <summary>
/// The width that a <see cref="TextField"/>'s caret should render with
/// </summary>
public float TextFieldCaretWidth = 0.5F;
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/// <summary>
/// The background texture that the <see cref="ScrollBar"/> element uses
/// </summary>
public NinePatch ScrollBarBackground;
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/// <summary>
/// The texture that the scroll indicator of the <see cref="ScrollBar"/> element uses
/// </summary>
public NinePatch ScrollBarScrollerTexture;
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/// <summary>
/// Whether or not a <see cref="ScrollBar"/> should use smooth scrolling
/// </summary>
public bool ScrollBarSmoothScrolling;
/// <summary>
/// The factor with which a <see cref="ScrollBar"/>'s smooth scrolling happens
/// </summary>
public float ScrollBarSmoothScrollFactor = 0.75F;
/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses
/// </summary>
public NinePatch CheckboxTexture;
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/// <summary>
/// The texture that the <see cref="Checkbox"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public NinePatch CheckboxHoveredTexture;
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/// <summary>
/// The color that the <see cref="Checkbox"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color CheckboxHoveredColor = Color.LightGray;
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/// <summary>
/// The texture that the <see cref="Checkbox"/> element renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
/// </summary>
public TextureRegion CheckboxCheckmark;
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/// <summary>
/// The width of the space between a <see cref="Checkbox"/> and its <see cref="Checkbox.Label"/>
/// </summary>
public float CheckboxTextOffsetX = 2;
/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses
/// </summary>
public NinePatch RadioTexture;
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/// <summary>
/// The texture that the <see cref="RadioButton"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public NinePatch RadioHoveredTexture;
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/// <summary>
/// The color that the <see cref="RadioButton"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color RadioHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
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/// </summary>
public TextureRegion RadioCheckmark;
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/// <summary>
/// The texture that the <see cref="Tooltip"/> uses for its background
/// </summary>
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public NinePatch TooltipBackground;
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/// <summary>
/// The offset of the <see cref="Tooltip"/> element's top left corner from the mouse position
/// </summary>
public Vector2 TooltipOffset = new Vector2(8, 16);
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/// <summary>
/// The color that the text of a <see cref="Tooltip"/> should have
/// </summary>
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public Color TooltipTextColor = Color.White;
/// <summary>
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/// The amount of time that the mouse has to be over an element with a <see cref="Tooltip"/> for the tooltip to appear
/// </summary>
public TimeSpan TooltipDelay = TimeSpan.Zero;
/// <summary>
/// The width of a <see cref="Tooltip"/>'s default text <see cref="Paragraph"/>
/// </summary>
public float TooltipTextWidth = 50;
/// <summary>
/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Tooltip"/> by default
/// </summary>
public Padding TooltipChildPadding = new Vector2(2);
/// <summary>
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/// The texture that the <see cref="ProgressBar"/> element uses for its background
/// </summary>
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public NinePatch ProgressBarTexture;
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/// <summary>
/// The color that the <see cref="ProgressBar"/> element renders with
/// </summary>
public Color ProgressBarColor = Color.White;
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/// <summary>
/// The padding that the <see cref="ProgressBar"/> uses for its progress texture (<see cref="ProgressBarProgressTexture"/>)
/// </summary>
public Vector2 ProgressBarProgressPadding = new Vector2(1);
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/// <summary>
/// The texture that the <see cref="ProgressBar"/> uses for displaying its progress
/// </summary>
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public NinePatch ProgressBarProgressTexture;
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/// <summary>
/// The color that the <see cref="ProgressBar"/> renders its progress texture with
/// </summary>
public Color ProgressBarProgressColor = Color.Red;
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/// <summary>
/// The font that <see cref="Paragraph"/> and other elements should use for rendering.
/// Note that, to specify a bold and italic font for <see cref="TextFormatter"/>, you should use <see cref="GenericFont.Bold"/> and <see cref="GenericFont.Italic"/>.
/// </summary>
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public GenericFont Font;
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/// <summary>
/// The scale that text should be rendered with in <see cref="Paragraph"/> and other elements
/// </summary>
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public float TextScale = 1;
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/// <summary>
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/// The color that the text of a <see cref="Paragraph"/> should have
/// </summary>
public Color TextColor = Color.White;
/// <summary>
/// The <see cref="SoundEffectInfo"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
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/// Note that this sound is only played if the callbacks have any subscribers.
/// </summary>
public SoundEffectInfo ActionSound;
/// <summary>
/// A set of additional fonts that can be used for the <c>&lt;f FontName&gt;</c> formatting code
/// </summary>
public Dictionary<string, GenericFont> AdditionalFonts = new Dictionary<string, GenericFont>();
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}
}