recrownedgtk/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;
using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.SpecialTypes;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
/// <summary>
/// Button that holds a string.
/// </summary>
public class TextButton : Button
{
/// <summary>
/// The text that is used to display the string.
/// </summary>
public readonly 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);
this.text.autoScale = true;
this.text.centered = true;
}
/// <summary>
/// Constructs a text button using a skin and definition.
/// </summary>
/// <param name="text">The text to display.</param>
/// <param name="font">The font to be used.</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, SpriteFont font, ISkin skin, string definitionName = null) : base(skin, skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName))
{
TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName);
this.text = new Text(font, text);
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this.text.autoScale = true;
this.text.centered = true;
FontColor = skin.GetColor(skinDefinition.fontColor);
}
/// <summary>
/// Creates a text button with a given definition.
/// </summary>
/// <param name="text">The text to be displayed on this button.</param>
/// <param name="font">The font to use for this button.</param>
/// <param name="skin">The skin the definition is from.</param>
/// <param name="skinDefinition">The definition to use.</param>
public TextButton(string text, SpriteFont font, ISkin skin, TextButtonSkinDefinition skinDefinition) :
this(text,
font,
skin.GetTextureAtlasRegion(skinDefinition.downRegion, true),
skin.GetTextureAtlasRegion(skinDefinition.upRegion, true),
skin.GetTextureAtlasRegion(skinDefinition.disabledRegion),
skin.GetTextureAtlasRegion(skinDefinition.selectedRegion))
{ }
/// <summary>
/// Updates the text button.
/// </summary>
/// <param name="gameTime">Snapshot of information about time for game.</param>
public override void Update(GameTime gameTime)
{
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text.SetPositionAndDimensions(Boundaries);
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(ConsistentSpriteBatch batch)
{
base.Draw(batch);
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text.Draw(batch);
}
}
}