Done basic documentation. Further expansion may be needed. Maybe. But only maybe.
This commit is contained in:
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b019b7cf10
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@ -5,12 +5,27 @@ using System.Collections.Generic;
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namespace RecrownedAthenaeum.DataTypes
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namespace RecrownedAthenaeum.DataTypes
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{
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{
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/// <summary>
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/// Holds information about an image file that contains various textures in various regions in the file.
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/// </summary>
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public class TextureAtlas
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public class TextureAtlas
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{
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{
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private Texture2D texture;
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private Texture2D texture;
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private Dictionary<string, TextureAtlasRegion> dictionaryOfRegions = new Dictionary<string, TextureAtlasRegion>();
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private Dictionary<string, TextureAtlasRegion> dictionaryOfRegions = new Dictionary<string, TextureAtlasRegion>();
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/// <summary>
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/// Given a name, can return a <see cref="TextureAtlasRegion"/>.
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/// </summary>
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/// <param name="name">Name of <see cref="TextureAtlasRegion"/> to obtain.</param>
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/// <returns><see cref="TextureAtlasRegion"/> based off name.</returns>
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public TextureAtlasRegion this[string name] { get { if (name != null && dictionaryOfRegions.ContainsKey(name)) return dictionaryOfRegions[name]; else return null; } }
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public TextureAtlasRegion this[string name] { get { if (name != null && dictionaryOfRegions.ContainsKey(name)) return dictionaryOfRegions[name]; else return null; } }
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/// <summary>
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/// Creates a texture atlas with given main texture as well as an array of <see cref="TextureAtlasRegion"/> to represent locations of which textures reside within the atlas. Region names will be used to refer to the regions within the dictionary.
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/// </summary>
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/// <param name="texture">The texture representing the overall atlas.</param>
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/// <param name="regions">The sub regions that represent the individual textures.</param>
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public TextureAtlas(Texture2D texture, TextureAtlasRegion[] regions)
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public TextureAtlas(Texture2D texture, TextureAtlasRegion[] regions)
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{
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{
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this.texture = texture;
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this.texture = texture;
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@ -20,6 +35,11 @@ namespace RecrownedAthenaeum.DataTypes
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}
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}
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}
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}
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/// <summary>
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/// Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them.
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/// </summary>
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/// <param name="texture">The texture representing the overall atlas.</param>
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/// <param name="dictionaryOfRegions"></param>
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public TextureAtlas(Texture2D texture, Dictionary<string, TextureAtlasRegion> dictionaryOfRegions)
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public TextureAtlas(Texture2D texture, Dictionary<string, TextureAtlasRegion> dictionaryOfRegions)
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{
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{
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this.texture = texture;
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this.texture = texture;
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@ -51,13 +71,23 @@ namespace RecrownedAthenaeum.DataTypes
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return dictionaryOfRegions[name].AsTexture2D(graphicsDevice);
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return dictionaryOfRegions[name].AsTexture2D(graphicsDevice);
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}
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}
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/// <summary>
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/// A region of a <see cref="TextureAtlas"/>.
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/// </summary>
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public class TextureAtlasRegion : IComparable<TextureAtlasRegion>, ISpecialDrawable, IDisposable
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public class TextureAtlasRegion : IComparable<TextureAtlasRegion>, ISpecialDrawable, IDisposable
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{
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{
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/// <summary>
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/// The name of the region. Mostly used to be refered to within the context of a <see cref="TextureAtlas"/>.
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/// </summary>
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public readonly string name;
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public readonly string name;
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/// <summary>
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/// The location and dimensions of where the original texture resides on the texture representing the atlas.
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/// </summary>
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public readonly Rectangle sourceRectangle;
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public readonly Rectangle sourceRectangle;
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readonly NinePatch ninepatch;
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readonly NinePatch ninepatch;
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Texture2D atlasTexture;
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Texture2D atlasTexture;
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Texture2D regionTexture;
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Texture2D regionTexture;
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private bool disposed;
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/// <summary>
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/// <summary>
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/// A specified region in a texture atlas.
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/// A specified region in a texture atlas.
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@ -74,8 +104,18 @@ namespace RecrownedAthenaeum.DataTypes
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this.ninepatch = ninePatch;
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this.ninepatch = ninePatch;
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}
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}
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public void Draw(SpriteBatch batch, Rectangle destination, Color color, float rotation, Vector2 origin)
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/// <summary>
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/// Draws the region. If ninepatch, rotation and origin are ignored.
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/// </summary>
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/// <param name="batch">The batch to use. Should be began.</param>
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/// <param name="destination">The destination rectangle to draw to.</param>
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/// <param name="color">The color to use.</param>
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/// <param name="rotation">Rotation of the final drawing. Ignored if is a 9patch.</param>
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/// <param name="origin">The origin of the drawing. Ignored if is a 9patch.</param>
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public void Draw(SpriteBatch batch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = default(Vector2))
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{
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{
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if (disposed) throw new ObjectDisposedException(GetType().Name);
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if (ninepatch != null)
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if (ninepatch != null)
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{
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{
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ninepatch.Draw(batch, destination);
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ninepatch.Draw(batch, destination);
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@ -92,6 +132,8 @@ namespace RecrownedAthenaeum.DataTypes
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/// <returns>The texture of the region.</returns>
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/// <returns>The texture of the region.</returns>
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public Texture2D AsTexture2D(GraphicsDevice graphicsDevice)
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public Texture2D AsTexture2D(GraphicsDevice graphicsDevice)
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{
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{
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if (disposed) throw new ObjectDisposedException(GetType().Name);
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if (regionTexture == null)
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if (regionTexture == null)
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{
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{
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Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height];
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Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height];
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@ -102,15 +144,46 @@ namespace RecrownedAthenaeum.DataTypes
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return regionTexture;
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return regionTexture;
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}
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}
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/// <summary>
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/// Compares this region to another in terms of name.
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/// </summary>
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/// <param name="other">The other region to compare to in terms of name.</param>
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/// <returns>Less than one if precedes, greater than one if after, 0 if same.</returns>
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public int CompareTo(TextureAtlasRegion other)
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public int CompareTo(TextureAtlasRegion other)
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{
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{
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return name.CompareTo(other);
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return name.CompareTo(other);
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}
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}
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/// <summary>
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/// Call this to dispose.
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/// </summary>
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public void Dispose()
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public void Dispose()
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{
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if (disposed) throw new ObjectDisposedException(GetType().Name);
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Overridable dispose.
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/// </summary>
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/// <param name="disposing">Whether or not this was a user made call.</param>
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public virtual void Dispose(bool disposing)
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{
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if (disposing && !disposed)
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{
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{
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regionTexture?.Dispose();
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regionTexture?.Dispose();
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}
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}
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disposed = true;
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}
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/// <summary>
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/// Destructor.
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/// </summary>
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~TextureAtlasRegion()
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{
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Dispose(false);
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}
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}
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}
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}
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}
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}
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}
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@ -32,6 +32,7 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// Transitions to apply.
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/// Transitions to apply.
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/// </summary>
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/// </summary>
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public readonly List<ITransition> Transitions;
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public readonly List<ITransition> Transitions;
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/// <summary>
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/// <summary>
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/// Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition.
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/// Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition.
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/// </summary>
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/// </summary>
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@ -113,7 +114,6 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// </summary>
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/// </summary>
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/// <param name="delta">Time passed since last frame in seconds.</param>
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/// <param name="delta">Time passed since last frame in seconds.</param>
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/// <param name="waiting">If the this transition should wait.</param>
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/// <param name="waiting">If the this transition should wait.</param>
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/// <param name="previousScreenExitFrame">The previous screen's frame. May be null.</param>
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/// <returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
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/// <returns>Only returns true if exit transition is complete. Returns false otherwise.</returns>
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public bool UpdateTransition(double delta, bool waiting)
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public bool UpdateTransition(double delta, bool waiting)
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{
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{
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@ -5,11 +5,27 @@ using RecrownedAthenaeum.UI.Skin.Definitions;
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namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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{
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{
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/// <summary>
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/// Button that holds a string.
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/// </summary>
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public class TextButton : Button
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public class TextButton : Button
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{
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{
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private Text text;
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private Text text;
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/// <summary>
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/// The color the font should be rendered in.
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/// </summary>
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public Color FontColor { get { return text.color; } set { text.color = value; } }
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public Color FontColor { get { return text.color; } set { text.color = value; } }
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/// <summary>
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/// Constructs text button with the positions represented by <see cref="ISpecialDrawable"/>
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/// </summary>
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/// <param name="text">The string representing the text to be displayed.</param>
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/// <param name="font">The font to be used to display the text.</param>
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/// <param name="down">What to draw as button is pushed down.</param>
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/// <param name="up">What to draw as button is not pushed.</param>
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/// <param name="disabled">What to draw as button is disabled.</param>
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/// <param name="selected">What to draw as button is selected.</param>
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public TextButton(string text, SpriteFont font, ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null) : base(down, up, disabled, selected)
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public TextButton(string text, SpriteFont font, ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null) : base(down, up, disabled, selected)
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{
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{
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this.text = new Text(font, text)
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this.text = new Text(font, text)
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@ -18,6 +34,12 @@ namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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};
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};
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}
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}
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/// <summary>
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/// Constructs a text button using a skin and definition.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="skin">The skin to use.</param>
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/// <param name="definitionName">Name of the definition for this type in the skin given.</param>
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public TextButton(string text, Skin.Skin skin, string definitionName = null) : base(skin, definitionName)
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public TextButton(string text, Skin.Skin skin, string definitionName = null) : base(skin, definitionName)
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{
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{
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TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName, GetType());
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TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName, GetType());
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FontColor = skin.colors[skinDefinition.fontColor];
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FontColor = skin.colors[skinDefinition.fontColor];
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}
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}
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/// <summary>
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/// Updates the text button.
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/// </summary>
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/// <param name="gameTime">Snapshot of information about time for game.</param>
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public override void Update(GameTime gameTime)
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public override void Update(GameTime gameTime)
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{
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{
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text.bounds = bounds;
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text.bounds = bounds;
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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/// <summary>
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/// Called whenever game wants to render this button.
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/// </summary>
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/// <param name="batch">Batch to use. Batch should already be started.</param>
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public override void Draw(SpriteBatch batch)
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public override void Draw(SpriteBatch batch)
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{
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{
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text.Draw(batch);
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text.Draw(batch);
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@ -16,10 +16,19 @@ namespace RecrownedAthenaeum.UI.Modular
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List<UIModule> modules = new List<UIModule>();
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List<UIModule> modules = new List<UIModule>();
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Rectangle scissorBounds;
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Rectangle scissorBounds;
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RasterizerState scissorRasterizer = new RasterizerState();
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RasterizerState scissorRasterizer = new RasterizerState();
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/// <summary>
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/// Camera used by the module for cropping.
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/// </summary>
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public Camera2D Camera { get; set; }
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public Camera2D Camera { get; set; }
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/// <summary>
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/// Creates a module group.
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/// </summary>
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/// <param name="crop">Whether or not to crop out of bounds. Default is false.</param>
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/// <param name="camera">What camera to use for cropping. Default is null.</param>
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public UIModuleGroup(bool crop = false, Camera2D camera = null)
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public UIModuleGroup(bool crop = false, Camera2D camera = null)
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{
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{
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if (crop && camera == null) throw new ArgumentException("Cannot crop without camera.");
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Camera = camera;
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Camera = camera;
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if (crop)
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if (crop)
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{
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{
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@ -3,13 +3,31 @@ using System;
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namespace RecrownedAthenaeum.UI.Skin.Definitions
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namespace RecrownedAthenaeum.UI.Skin.Definitions
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{
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{
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/// <summary>
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/// Definition for a text button for a skin theme.
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/// </summary>
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public class TextButtonSkinDefinition : ButtonSkinDefinition
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public class TextButtonSkinDefinition : ButtonSkinDefinition
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{
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{
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/// <summary>
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/// Name of font from the skin to use.
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/// </summary>
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public string fontName;
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public string fontName;
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/// <summary>
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/// Name of color from the skin to use for the font.
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/// </summary>
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public string fontColor;
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public string fontColor;
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/// <summary>
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/// The type of module that will be using this definition.
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/// </summary>
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public new Type UIModuleType => typeof(TextButton);
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public new Type UIModuleType => typeof(TextButton);
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/// <summary>
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/// Creates this definition with the most minimal requirements.
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/// </summary>
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/// <param name="downRegion">Texture region from skin that represents when the button is pressed down.</param>
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/// <param name="upRegion">The texture region that represents when the button is not pressed.</param>
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public TextButtonSkinDefinition(string downRegion, string upRegion) : base(downRegion, upRegion)
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public TextButtonSkinDefinition(string downRegion, string upRegion) : base(downRegion, upRegion)
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{
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{
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