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MLEM/MLEM.Ui/Style/UntexturedStyle.cs

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using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Textures;
namespace MLEM.Ui.Style {
public class UntexturedStyle : UiStyle {
public UntexturedStyle(SpriteBatch batch) {
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this.SelectionIndicator = GenerateTexture(batch, Color.Transparent, Color.Red);
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this.ButtonTexture = GenerateTexture(batch, Color.CadetBlue);
this.ButtonHoveredColor = Color.LightGray;
this.PanelTexture = GenerateTexture(batch, Color.Gray);
this.TextFieldTexture = GenerateTexture(batch, Color.MediumBlue);
this.TextFieldHoveredColor = Color.LightGray;
this.ScrollBarBackground = GenerateTexture(batch, Color.LightBlue);
this.ScrollBarScrollerTexture = GenerateTexture(batch, Color.Blue);
this.CheckboxTexture = GenerateTexture(batch, Color.LightBlue);
this.CheckboxHoveredColor = Color.LightGray;
this.CheckboxCheckmark = GenerateTexture(batch, Color.Blue).Region;
this.RadioTexture = GenerateTexture(batch, Color.AliceBlue);
this.RadioHoveredColor = Color.LightGray;
this.RadioCheckmark = GenerateTexture(batch, Color.CornflowerBlue).Region;
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this.TooltipBackground = GenerateTexture(batch, Color.DarkGray);
this.TooltipBackgroundColor = new Color(Color.Black, 0.65F);
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this.Font = new EmptyFont();
}
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private static NinePatch GenerateTexture(SpriteBatch batch, Color color, Color? outlineColor = null) {
var outli = outlineColor ?? Color.Black;
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var tex = new Texture2D(batch.GraphicsDevice, 3, 3);
tex.SetData(new[] {
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outli, outli, outli,
outli, color, outli,
outli, outli, outli
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});
batch.Disposing += (sender, args) => {
if (tex != null) {
tex.Dispose();
tex = null;
}
};
return new NinePatch(tex, 1);
}
private class EmptyFont : IGenericFont {
public float LineHeight => 1;
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public Vector2 MeasureString(string text) {
return Vector2.One;
}
public Vector2 MeasureString(StringBuilder text) {
return Vector2.One;
}
public void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) {
}
public void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
}
public void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
}
public void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color) {
}
public void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
}
public void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
}
public void DrawCenteredString(SpriteBatch batch, string text, Vector2 position, float scale, Color color, bool horizontal = true, bool vertical = false, float addedScale = 0) {
}
public string SplitString(string text, float width, float scale) {
return text;
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}
}
}
}