recrownedathenaeum/RecrownedAthenaeum/UI/Modular/Modules/Interactive/TextButton.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
2019-01-15 23:33:55 +00:00
using RecrownedAthenaeum.SpecialTypes;
using RecrownedAthenaeum.UI.Skin.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
/// <summary>
/// Button that holds a string.
/// </summary>
public class TextButton : Button
{
private Text text;
/// <summary>
/// The color the font should be rendered in.
/// </summary>
public Color FontColor { get { return text.color; } set { text.color = value; } }
/// <summary>
/// Constructs text button with the positions represented by <see cref="ISpecialDrawable"/>
/// </summary>
/// <param name="text">The string representing the text to be displayed.</param>
/// <param name="font">The font to be used to display the text.</param>
/// <param name="down">What to draw as button is pushed down.</param>
/// <param name="up">What to draw as button is not pushed.</param>
/// <param name="disabled">What to draw as button is disabled.</param>
/// <param name="selected">What to draw as button is selected.</param>
public TextButton(string text, SpriteFont font, ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null) : base(down, up, disabled, selected)
{
this.text = new Text(font, text)
{
autoScale = true
};
}
/// <summary>
/// Constructs a text button using a skin and definition.
/// </summary>
/// <param name="text">The text to display.</param>
/// <param name="skin">The skin to use.</param>
/// <param name="definitionName">Name of the definition for this type in the skin given.</param>
public TextButton(string text, Skin.Skin skin, string definitionName = null) : base(skin, definitionName)
{
TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName, GetType());
this.text = new Text(skin.fonts[skinDefinition.fontName], text);
FontColor = skin.colors[skinDefinition.fontColor];
}
/// <summary>
/// Updates the text button.
/// </summary>
/// <param name="gameTime">Snapshot of information about time for game.</param>
public override void Update(GameTime gameTime)
{
text.bounds = bounds;
text.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// Called whenever game wants to render this button.
/// </summary>
/// <param name="batch">Batch to use. Batch should already be started.</param>
public override void Draw(SpriteBatch batch)
{
text.Draw(batch);
base.Draw(batch);
}
}
}