115 lines
4.2 KiB
C#
115 lines
4.2 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using RecrownedAthenaeum.Render;
|
|
using RecrownedAthenaeum.ScreenSystem;
|
|
using RecrownedAthenaeum.SpecialTypes;
|
|
using RecrownedAthenaeum.UI.Modular.Modules;
|
|
using RecrownedAthenaeum.UI.SkinSystem;
|
|
using RecrownedAthenaeum.UI.SkinSystem.Definitions;
|
|
|
|
namespace TestGame
|
|
{
|
|
/// <summary>
|
|
/// This is the main type for your game.
|
|
/// </summary>
|
|
public class TestGame : Game
|
|
{
|
|
GraphicsDeviceManager graphics;
|
|
ConsistentSpriteBatch spriteBatch;
|
|
Camera2D camera;
|
|
BasicEffect effect;
|
|
UIScrollable uIScrollable;
|
|
Texture2D logo;
|
|
Image logoImage;
|
|
Skin skin;
|
|
|
|
public TestGame()
|
|
{
|
|
graphics = new GraphicsDeviceManager(this);
|
|
Content.RootDirectory = "Content";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows the game to perform any initialization it needs to before starting to run.
|
|
/// This is where it can query for any required services and load any non-graphic
|
|
/// related content. Calling base.Initialize will enumerate through any components
|
|
/// and initialize them as well.
|
|
/// </summary>
|
|
protected override void Initialize()
|
|
{
|
|
// TODO: Add your initialization logic here
|
|
IsMouseVisible = true;
|
|
base.Initialize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// LoadContent will be called once per game and is the place to load
|
|
/// all of your content.
|
|
/// </summary>
|
|
protected override void LoadContent()
|
|
{
|
|
// Create a new SpriteBatch, which can be used to draw textures.
|
|
spriteBatch = new ConsistentSpriteBatch(GraphicsDevice);
|
|
effect = new BasicEffect(GraphicsDevice);
|
|
effect.TextureEnabled = true;
|
|
effect.VertexColorEnabled = true;
|
|
camera = new Camera2D(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, effect);
|
|
|
|
skin = new Skin(Content.Load<TextureAtlas>("UI"), Content.Load<Texture2D>("cursor"));
|
|
skin.AddDefinition(new UIScrollableSkinDefinition("ScrollBar", "ScrollBar"));
|
|
logo = Content.Load<Texture2D>("RhythmBullet");
|
|
skin.Laminate();
|
|
uIScrollable = new UIScrollable(skin);
|
|
uIScrollable.Width = 256;
|
|
uIScrollable.Height = 256;
|
|
uIScrollable.HideScrollBars = false;
|
|
|
|
logoImage = new Image(logo);
|
|
uIScrollable.AddModules(logoImage);
|
|
// TODO: use this.Content to load your game content here
|
|
}
|
|
|
|
/// <summary>
|
|
/// UnloadContent will be called once per game and is the place to unload
|
|
/// game-specific content.
|
|
/// </summary>
|
|
protected override void UnloadContent()
|
|
{
|
|
// TODO: Unload any non ContentManager content here
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows the game to run logic such as updating the world,
|
|
/// checking for collisions, gathering input, and playing audio.
|
|
/// </summary>
|
|
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
|
protected override void Update(GameTime gameTime)
|
|
{
|
|
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
|
Exit();
|
|
uIScrollable.Update(gameTime);
|
|
// TODO: Add your update logic here
|
|
|
|
base.Update(gameTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the game should draw itself.
|
|
/// </summary>
|
|
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
|
protected override void Draw(GameTime gameTime)
|
|
{
|
|
spriteBatch.effect = effect;
|
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
|
spriteBatch.Begin(effect: effect);
|
|
Rectangle smallRect = new Rectangle(0, 0, 64, 64);
|
|
uIScrollable.Draw(spriteBatch);
|
|
Rectangle normal = new Rectangle(0, 0, 128, 128);
|
|
spriteBatch.End();
|
|
|
|
base.Draw(gameTime);
|
|
}
|
|
}
|
|
}
|