mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
fixed custom draw groups not working outside of a render target
This commit is contained in:
parent
ae849c63e7
commit
c5170917fb
15 changed files with 130 additions and 30 deletions
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@ -22,7 +22,7 @@ namespace MLEM.Ui.Elements {
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this.Tooltip = new Tooltip(tooltipWidth, tooltipText, this);
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this.Tooltip = new Tooltip(tooltipWidth, tooltipText, this);
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var tex = this.Texture;
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var tex = this.Texture;
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var color = Color.White * alpha;
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var color = Color.White * alpha;
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if (this.IsMouseOver) {
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if (this.IsMouseOver) {
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@ -31,7 +31,7 @@ namespace MLEM.Ui.Elements {
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color = this.HoveredColor * alpha;
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color = this.HoveredColor * alpha;
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}
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}
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batch.Draw(tex, this.DisplayArea, color, this.Scale);
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batch.Draw(tex, this.DisplayArea, color, this.Scale);
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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protected override void InitStyle(UiStyle style) {
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protected override void InitStyle(UiStyle style) {
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@ -46,7 +46,7 @@ namespace MLEM.Ui.Elements {
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return size;
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return size;
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var tex = this.Texture;
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var tex = this.Texture;
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var color = Color.White * alpha;
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var color = Color.White * alpha;
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if (this.IsMouseOver) {
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if (this.IsMouseOver) {
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@ -59,7 +59,7 @@ namespace MLEM.Ui.Elements {
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batch.Draw(tex, boxDisplayArea, color, this.Scale);
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batch.Draw(tex, boxDisplayArea, color, this.Scale);
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if (this.Checked)
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if (this.Checked)
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batch.Draw(this.Checkmark, boxDisplayArea, Color.White * alpha);
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batch.Draw(this.Checkmark, boxDisplayArea, Color.White * alpha);
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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protected override void InitStyle(UiStyle style) {
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protected override void InitStyle(UiStyle style) {
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@ -15,17 +15,17 @@ namespace MLEM.Ui.Elements {
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public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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// this is left empty because child components are drawn in DrawEarly
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// end the usual draw so that we can begin our own
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}
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batch.End();
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var mat = matrix * this.Transform;
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var mat = matrix * this.Transform;
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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// draw child components in custom begin call
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// draw child components in custom begin call
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, mat);
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// end our draw
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batch.End();
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batch.End();
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base.DrawEarly(time, batch, alpha, blendState, samplerState, mat);
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// begin the usual draw again for other elements
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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}
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}
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}
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}
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@ -420,16 +420,13 @@ namespace MLEM.Ui.Elements {
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child.Update(time);
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child.Update(time);
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}
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}
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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this.System.OnElementDrawn?.Invoke(this, time, batch, alpha);
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this.System.OnElementDrawn?.Invoke(this, time, batch, alpha);
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foreach (var child in this.SortedChildren) {
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foreach (var child in this.SortedChildren) {
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if (!child.IsHidden)
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if (!child.IsHidden)
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child.Draw(time, batch, alpha * child.DrawAlpha);
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child.Draw(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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}
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}
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if (this.IsSelected)
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this.System.OnSelectedElementDrawn?.Invoke(this, time, batch, alpha);
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}
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}
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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@ -46,7 +46,7 @@ namespace MLEM.Ui.Elements {
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return this.texture != null && this.scaleToImage ? this.texture.Size : base.CalcActualSize(parentArea);
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return this.texture != null && this.scaleToImage ? this.texture.Size : base.CalcActualSize(parentArea);
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var center = new Vector2(this.texture.Width / 2F, this.texture.Height / 2F);
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var center = new Vector2(this.texture.Width / 2F, this.texture.Height / 2F);
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if (this.MaintainImageAspect) {
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if (this.MaintainImageAspect) {
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var scale = Math.Min(this.DisplayArea.Width / (float) this.texture.Width, this.DisplayArea.Height / (float) this.texture.Height);
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var scale = Math.Min(this.DisplayArea.Width / (float) this.texture.Width, this.DisplayArea.Height / (float) this.texture.Height);
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@ -56,7 +56,7 @@ namespace MLEM.Ui.Elements {
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var scale = new Vector2(1F / this.texture.Width, 1F / this.texture.Height) * this.DisplayArea.Size.ToVector2();
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var scale = new Vector2(1F / this.texture.Width, 1F / this.texture.Height) * this.DisplayArea.Size.ToVector2();
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batch.Draw(this.texture, this.DisplayArea.Location.ToVector2() + center * scale, this.Color * alpha, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
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batch.Draw(this.texture, this.DisplayArea.Location.ToVector2() + center * scale, this.Color * alpha, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
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}
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}
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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}
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}
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@ -92,11 +92,11 @@ namespace MLEM.Ui.Elements {
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child.ScrollOffset = new Point(0, offset);
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child.ScrollOffset = new Point(0, offset);
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow) {
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if (!this.scrollOverflow) {
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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} else if (this.renderTarget != null) {
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} else if (this.renderTarget != null) {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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@ -113,7 +113,7 @@ namespace MLEM.Ui.Elements {
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var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
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var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
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// do the usual draw, but within the render target
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// do the usual draw, but within the render target
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, trans);
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, trans);
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, trans);
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batch.End();
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batch.End();
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// also draw any children early within the render target with the translation applied
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// also draw any children early within the render target with the translation applied
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base.DrawEarly(time, batch, alpha, blendState, samplerState, trans);
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base.DrawEarly(time, batch, alpha, blendState, samplerState, trans);
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@ -69,7 +69,7 @@ namespace MLEM.Ui.Elements {
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this.TimeIntoAnimation += time.ElapsedGameTime;
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this.TimeIntoAnimation += time.ElapsedGameTime;
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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if (this.Background != null)
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if (this.Background != null)
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batch.Draw(this.Background, this.Area, this.BackgroundColor * alpha);
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batch.Draw(this.Background, this.Area, this.BackgroundColor * alpha);
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@ -83,7 +83,7 @@ namespace MLEM.Ui.Elements {
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// if we have formatting codes, we should do it
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// if we have formatting codes, we should do it
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this.regularFont.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, this.TextColor * alpha, sc, this.boldFont, this.italicFont, 0, this.TimeIntoAnimation);
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this.regularFont.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, this.TextColor * alpha, sc, this.boldFont, this.italicFont, 0, this.TimeIntoAnimation);
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}
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}
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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protected override void InitStyle(UiStyle style) {
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protected override void InitStyle(UiStyle style) {
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@ -32,7 +32,7 @@ namespace MLEM.Ui.Elements {
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this.CanBeSelected = false;
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this.CanBeSelected = false;
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
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batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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var percentage = this.CurrentValue / this.MaxValue;
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@ -63,7 +63,7 @@ namespace MLEM.Ui.Elements {
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} else {
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} else {
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batch.Draw(batch.GetBlankTexture(), offsetArea, this.ProgressColor * alpha);
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batch.Draw(batch.GetBlankTexture(), offsetArea, this.ProgressColor * alpha);
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}
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}
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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protected override void InitStyle(UiStyle style) {
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protected override void InitStyle(UiStyle style) {
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@ -118,7 +118,7 @@ namespace MLEM.Ui.Elements {
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}
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}
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale);
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batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale);
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var scrollerPos = new Point(this.DisplayArea.X + this.ScrollerOffset.X, this.DisplayArea.Y + this.ScrollerOffset.Y);
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var scrollerPos = new Point(this.DisplayArea.X + this.ScrollerOffset.X, this.DisplayArea.Y + this.ScrollerOffset.Y);
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@ -127,7 +127,7 @@ namespace MLEM.Ui.Elements {
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this.Horizontal ? 0 : (this.currValue / this.maxValue * (this.DisplayArea.Height - this.ScrollerSize.Y * this.Scale)).Floor());
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this.Horizontal ? 0 : (this.currValue / this.maxValue * (this.DisplayArea.Height - this.ScrollerSize.Y * this.Scale)).Floor());
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var scrollerRect = new Rectangle(scrollerPos + scrollerOffset, new Point((this.ScrollerSize.X * this.Scale).Ceil(), (this.ScrollerSize.Y * this.Scale).Ceil()));
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var scrollerRect = new Rectangle(scrollerPos + scrollerOffset, new Point((this.ScrollerSize.X * this.Scale).Ceil(), (this.ScrollerSize.Y * this.Scale).Ceil()));
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batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale);
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batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale);
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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protected override void InitStyle(UiStyle style) {
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protected override void InitStyle(UiStyle style) {
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@ -132,7 +132,7 @@ namespace MLEM.Ui.Elements {
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this.caretBlinkTimer = 0;
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this.caretBlinkTimer = 0;
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var tex = this.Texture;
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var tex = this.Texture;
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var color = Color.White * alpha;
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var color = Color.White * alpha;
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if (this.IsMouseOver) {
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if (this.IsMouseOver) {
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@ -150,7 +150,7 @@ namespace MLEM.Ui.Elements {
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} else if (this.PlaceholderText != null) {
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} else if (this.PlaceholderText != null) {
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this.font.DrawCenteredString(batch, this.PlaceholderText, textPos, this.TextScale * this.Scale, Color.Gray * alpha, false, true);
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this.font.DrawCenteredString(batch, this.PlaceholderText, textPos, this.TextScale * this.Scale, Color.Gray * alpha, false, true);
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}
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}
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base.Draw(time, batch, alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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public void SetText(object text, bool removeMismatching = false) {
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public void SetText(object text, bool removeMismatching = false) {
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@ -111,7 +111,10 @@ namespace MLEM.Ui {
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if (root.Element.IsHidden)
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if (root.Element.IsHidden)
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continue;
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continue;
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
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root.Element.Draw(time, batch, this.DrawAlpha * root.Element.DrawAlpha);
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var alpha = this.DrawAlpha * root.Element.DrawAlpha;
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root.Element.Draw(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
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if (root.SelectedElement != null)
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this.OnSelectedElementDrawn?.Invoke(root.SelectedElement, time, batch, alpha);
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batch.End();
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batch.End();
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}
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}
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}
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}
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@ -24,3 +24,22 @@
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/processor:TiledMapTilesetProcessor
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/processor:TiledMapTilesetProcessor
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/build:Tiled/Tileset.tsx
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/build:Tiled/Tileset.tsx
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#begin Textures/Test.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:Textures/Test.png
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#begin Fonts/TestFont.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Fonts/TestFont.spritefont
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60
Sandbox/Content/Fonts/TestFont.spritefont
Normal file
60
Sandbox/Content/Fonts/TestFont.spritefont
Normal file
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@ -0,0 +1,60 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>32</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<DefaultCharacter>*</DefaultCharacter>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
CharacterRegions control what letters are available in the font. Every
|
||||||
|
character from Start to End will be built and made available for drawing. The
|
||||||
|
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
|
||||||
|
character set. The characters are ordered according to the Unicode standard.
|
||||||
|
See the documentation for more information.
|
||||||
|
-->
|
||||||
|
<CharacterRegions>
|
||||||
|
<CharacterRegion>
|
||||||
|
<Start> </Start>
|
||||||
|
<End>ɏ</End>
|
||||||
|
</CharacterRegion>
|
||||||
|
</CharacterRegions>
|
||||||
|
</Asset>
|
||||||
|
</XnaContent>
|
BIN
Sandbox/Content/Textures/Test.png
Normal file
BIN
Sandbox/Content/Textures/Test.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 896 B |
|
@ -3,7 +3,12 @@ using Microsoft.Xna.Framework.Graphics;
|
||||||
using MLEM.Cameras;
|
using MLEM.Cameras;
|
||||||
using MLEM.Extended.Extensions;
|
using MLEM.Extended.Extensions;
|
||||||
using MLEM.Extended.Tiled;
|
using MLEM.Extended.Tiled;
|
||||||
|
using MLEM.Font;
|
||||||
using MLEM.Startup;
|
using MLEM.Startup;
|
||||||
|
using MLEM.Textures;
|
||||||
|
using MLEM.Ui;
|
||||||
|
using MLEM.Ui.Elements;
|
||||||
|
using MLEM.Ui.Style;
|
||||||
using MonoGame.Extended.Tiled;
|
using MonoGame.Extended.Tiled;
|
||||||
|
|
||||||
namespace Sandbox {
|
namespace Sandbox {
|
||||||
|
@ -28,6 +33,22 @@ namespace Sandbox {
|
||||||
Scale = 2,
|
Scale = 2,
|
||||||
LookingPosition = new Vector2(25, 25) * this.map.GetTileSize()
|
LookingPosition = new Vector2(25, 25) * this.map.GetTileSize()
|
||||||
};
|
};
|
||||||
|
|
||||||
|
var tex = LoadContent<Texture2D>("Textures/Test");
|
||||||
|
this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
|
||||||
|
Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
|
||||||
|
TextScale = 0.1F,
|
||||||
|
PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
|
||||||
|
ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4)
|
||||||
|
};
|
||||||
|
this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
|
||||||
|
this.UiSystem.AutoScaleWithScreen = true;
|
||||||
|
this.UiSystem.GlobalScale = 5;
|
||||||
|
|
||||||
|
var root = new Panel(Anchor.Center, new Vector2(50, 50), Vector2.Zero);
|
||||||
|
this.UiSystem.Add("Root", root);
|
||||||
|
var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
|
||||||
|
group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void DoDraw(GameTime gameTime) {
|
protected override void DoDraw(GameTime gameTime) {
|
||||||
|
|
Loading…
Reference in a new issue