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MLEM/MLEM.Ui/Style/UntexturedStyle.cs
2020-05-22 17:02:24 +02:00

80 lines
No EOL
3.8 KiB
C#

using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
using MLEM.Textures;
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(2, 3);
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;
public override Vector2 MeasureString(string text) {
return Vector2.One;
}
public override Vector2 MeasureString(StringBuilder text) {
return Vector2.One;
}
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) {
}
}
}
}