mirror of
https://github.com/Ellpeck/MLEM.git
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204 lines
No EOL
9.9 KiB
C#
204 lines
No EOL
9.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using MLEM.Font;
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using MLEM.Formatting;
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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>
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/// The style settings for a <see cref="UiSystem"/>.
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/// 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.
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/// 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>
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public class UiStyle : GenericDataHolder {
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/// <summary>
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/// The texture that is rendered on top of the <see cref="UiControls.SelectedElement"/>
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/// </summary>
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public NinePatch SelectionIndicator;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses
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/// </summary>
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public NinePatch ButtonTexture;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// Note that, if you just want to change the button's color when hovered, use <see cref="ButtonHoveredColor"/>.
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/// </summary>
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public NinePatch ButtonHoveredTexture;
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/// <summary>
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/// The color that the <see cref="Button"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color ButtonHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
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/// </summary>
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public NinePatch ButtonDisabledTexture;
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/// <summary>
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/// The color that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
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/// </summary>
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public Color ButtonDisabledColor = Color.Gray;
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/// <summary>
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/// The texture that the <see cref="Panel"/> element uses
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/// </summary>
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public NinePatch PanelTexture;
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/// <summary>
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/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Panel"/> by default
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/// </summary>
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public Padding PanelChildPadding = new Vector2(5);
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/// <summary>
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/// The amount that a <see cref="Panel"/>'s scrollable area is moved per single movement of the scroll wheel
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/// </summary>
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public float PanelStepPerScroll = 10;
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/// <summary>
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/// The size of the scroller of a <see cref="Panel"/>'s scroll bar
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/// </summary>
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public Vector2 PanelScrollerSize = new Vector2(5, 10);
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/// <summary>
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/// The amount of pixels of room there should be between a <see cref="Panel"/>'s scroll bar and the rest of its content
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/// </summary>
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public float PanelScrollBarOffset = 1;
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/// <summary>
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/// The texture that the <see cref="TextField"/> element uses
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/// </summary>
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public NinePatch TextFieldTexture;
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/// <summary>
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/// The texture that the <see cref="TextField"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch TextFieldHoveredTexture;
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/// <summary>
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/// The color that the <see cref="TextField"/> renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color TextFieldHoveredColor = Color.LightGray;
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/// <summary>
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/// The x position that a <see cref="TextField"/>'s text should start rendering at, based on the x position of the text field
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/// </summary>
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public float TextFieldTextOffsetX = 4;
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/// <summary>
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/// The width that a <see cref="TextField"/>'s caret should render with
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/// </summary>
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public float TextFieldCaretWidth = 0.5F;
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/// <summary>
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/// The background texture that the <see cref="ScrollBar"/> element uses
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/// </summary>
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public NinePatch ScrollBarBackground;
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/// <summary>
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/// The texture that the scroll indicator of the <see cref="ScrollBar"/> element uses
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/// </summary>
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public NinePatch ScrollBarScrollerTexture;
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/// <summary>
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/// Whether or not a <see cref="ScrollBar"/> should use smooth scrolling
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/// </summary>
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public bool ScrollBarSmoothScrolling;
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/// <summary>
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/// The factor with which a <see cref="ScrollBar"/>'s smooth scrolling happens
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/// </summary>
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public float ScrollBarSmoothScrollFactor = 0.75F;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses
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/// </summary>
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public NinePatch CheckboxTexture;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch CheckboxHoveredTexture;
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/// <summary>
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/// The color that the <see cref="Checkbox"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color CheckboxHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
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/// </summary>
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public TextureRegion CheckboxCheckmark;
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/// <summary>
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/// The width of the space between a <see cref="Checkbox"/> and its <see cref="Checkbox.Label"/>
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/// </summary>
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public float CheckboxTextOffsetX = 2;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses
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/// </summary>
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public NinePatch RadioTexture;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch RadioHoveredTexture;
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/// <summary>
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/// The color that the <see cref="RadioButton"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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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>
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public TextureRegion RadioCheckmark;
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/// <summary>
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/// The texture that the <see cref="Tooltip"/> uses for its background
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/// </summary>
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public NinePatch TooltipBackground;
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/// <summary>
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/// The offset of the <see cref="Tooltip"/> element's top left corner from the mouse position
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/// </summary>
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public Vector2 TooltipOffset = new Vector2(8, 16);
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/// <summary>
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/// The color that the text of a <see cref="Tooltip"/> should have
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/// </summary>
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public Color TooltipTextColor = Color.White;
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/// <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
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/// </summary>
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public TimeSpan TooltipDelay = TimeSpan.Zero;
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/// <summary>
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/// The width of a <see cref="Tooltip"/>'s default text <see cref="Paragraph"/>
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/// </summary>
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public float TooltipTextWidth = 50;
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/// <summary>
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/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Tooltip"/> by default
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/// </summary>
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public Padding TooltipChildPadding = new Vector2(2);
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/// <summary>
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/// The texture that the <see cref="ProgressBar"/> element uses for its background
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/// </summary>
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public NinePatch ProgressBarTexture;
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/// <summary>
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/// The color that the <see cref="ProgressBar"/> element renders with
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/// </summary>
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public Color ProgressBarColor = Color.White;
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/// <summary>
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/// The padding that the <see cref="ProgressBar"/> uses for its progress texture (<see cref="ProgressBarProgressTexture"/>)
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/// </summary>
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public Vector2 ProgressBarProgressPadding = new Vector2(1);
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/// <summary>
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/// The texture that the <see cref="ProgressBar"/> uses for displaying its progress
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/// </summary>
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public NinePatch ProgressBarProgressTexture;
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/// <summary>
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/// The color that the <see cref="ProgressBar"/> renders its progress texture with
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/// </summary>
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public Color ProgressBarProgressColor = Color.Red;
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/// <summary>
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/// The font that <see cref="Paragraph"/> and other elements should use for rendering.
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/// 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"/>.
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/// </summary>
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public GenericFont Font;
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/// <summary>
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/// The scale that text should be rendered with in <see cref="Paragraph"/> and other elements
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/// </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
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/// </summary>
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public Color TextColor = Color.White;
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/// <summary>
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/// 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.
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/// </summary>
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public SoundEffectInfo ActionSound;
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/// <summary>
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/// A set of additional fonts that can be used for the <c><f FontName></c> formatting code
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/// </summary>
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public Dictionary<string, GenericFont> AdditionalFonts = new Dictionary<string, GenericFont>();
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}
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} |