implemented skin system to ui modules; progress on functional text button.

This commit is contained in:
2018-12-14 00:43:38 -06:00
parent 4fd37b6675
commit 8ab83b5188
7 changed files with 142 additions and 21 deletions

View File

@@ -8,29 +8,40 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using RecrownedAthenaeum.UI.Skin.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
public class TextButton : Button
{
private Text label;
private Text text;
public Color FontColor { get { return text.color; } set { text.color = value; } }
public TextButton(string text, SpriteFont font, NinePatch background) : base(background)
public TextButton(string text, SpriteFont font, ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null) : base(down, up, disabled, selected)
{
label = new Text(font, text);
label.autoScale = true;
this.text = new Text(font, text)
{
autoScale = true
};
}
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];
}
public override void Update(GameTime gameTime)
{
label.bounds = bounds;
label.Update(gameTime);
text.bounds = bounds;
text.Update(gameTime);
base.Update(gameTime);
}
public override void Draw(SpriteBatch batch)
{
label.Draw(batch);
text.Draw(batch);
base.Draw(batch);
}
}