mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-29 23:58:34 +01:00
74 lines
No EOL
3.6 KiB
C#
74 lines
No EOL
3.6 KiB
C#
using System.Text;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using MLEM.Extensions;
|
|
using MLEM.Font;
|
|
|
|
namespace MLEM.Ui.Style {
|
|
/// <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>
|
|
public class UntexturedStyle : UiStyle {
|
|
|
|
/// <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>
|
|
public UntexturedStyle(SpriteBatch batch) {
|
|
this.SelectionIndicator = batch.GenerateTexture(Color.Transparent, Color.Red);
|
|
this.ButtonTexture = batch.GenerateTexture(Color.CadetBlue);
|
|
this.ButtonHoveredColor = Color.LightGray;
|
|
this.ButtonDisabledColor = Color.Gray;
|
|
this.PanelTexture = batch.GenerateTexture(Color.Gray);
|
|
this.TextFieldTexture = batch.GenerateTexture(Color.MediumBlue);
|
|
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);
|
|
this.ProgressBarColor = Color.White;
|
|
this.ProgressBarProgressPadding = new Vector2(1);
|
|
this.ProgressBarProgressColor = Color.Red;
|
|
this.Font = new EmptyFont();
|
|
}
|
|
|
|
private class EmptyFont : GenericFont {
|
|
|
|
public override GenericFont Bold => this;
|
|
public override GenericFont Italic => this;
|
|
public override float LineHeight => 1;
|
|
|
|
protected override Vector2 MeasureChar(char c) {
|
|
return Vector2.Zero;
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) {
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color) {
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
|
|
}
|
|
|
|
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
} |