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fixed an element transform issue and added a fancy button to the ui demo
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2 changed files with 17 additions and 1 deletions
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@ -142,6 +142,22 @@ namespace Demos {
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OnPressed = element => CoroutineHandler.Start(WobbleButton(element)),
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PositionOffset = new Vector2(0, 1)
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});
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// Another button that shows animations!
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var fancyHoverTimer = 0D;
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var fancyButton = this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Fancy Hover") {
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PositionOffset = new Vector2(0, 1),
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OnUpdated = (e, time) => {
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if (e.IsMouseOver && fancyHoverTimer <= 0.5F)
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return;
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if (fancyHoverTimer > 0) {
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fancyHoverTimer -= time.ElapsedGameTime.TotalSeconds * 3;
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e.ScaleTransform(1 + (float) Math.Sin(fancyHoverTimer * MathHelper.Pi) * 0.05F);
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} else {
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e.Transform = Matrix.Identity;
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}
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}
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});
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fancyButton.OnMouseEnter += e => fancyHoverTimer = 1;
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this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Transform Ui", "This button causes the entire ui to be transformed (both in positioning, rotation and scale)") {
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OnPressed = element => {
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if (element.Root.Transform == Matrix.Identity) {
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@ -834,7 +834,7 @@ namespace MLEM.Ui.Elements {
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public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
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var customDraw = this.BeginImpl != null || transform != Matrix.Identity;
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var mat = matrix * transform;
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var mat = transform * matrix;
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if (customDraw) {
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// end the usual draw so that we can begin our own
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batch.End();
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