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MLEM/MLEM.Ui/Style/UntexturedStyle.cs

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using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
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using MLEM.Font;
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) {
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;
this.PanelTexture = batch.GenerateTexture(Color.Gray);
this.TextFieldTexture = batch.GenerateTexture(Color.MediumBlue);
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this.TextFieldHoveredColor = Color.LightGray;
this.ScrollBarBackground = batch.GenerateTexture(Color.LightBlue);
this.ScrollBarScrollerTexture = batch.GenerateTexture(Color.Blue);
this.CheckboxTexture = batch.GenerateTexture(Color.LightBlue);
this.CheckboxHoveredColor = Color.LightGray;
this.CheckboxCheckmark = batch.GenerateTexture(Color.Blue).Region;
this.RadioTexture = batch.GenerateTexture(Color.AliceBlue);
this.RadioHoveredColor = Color.LightGray;
this.RadioCheckmark = batch.GenerateTexture(Color.CornflowerBlue).Region;
this.TooltipBackground = batch.GenerateTexture(Color.Black * 0.65F, Color.Black * 0.65F);
this.TooltipOffset = new Vector2(8, 16);
this.ProgressBarTexture = batch.GenerateTexture(Color.RoyalBlue);
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this.ProgressBarColor = Color.White;
this.ProgressBarProgressPadding = new Vector2(1);
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this.ProgressBarProgressColor = Color.Red;
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}
}
}