moved utilities for rhythmbullet to separate project for a better custom content loaders for the monogame pipeline as well as for future projects and of course learning how things work.
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62
Recrowned-Athenaeum/UI/Modular/Modules/Interactive/Button.cs
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62
Recrowned-Athenaeum/UI/Modular/Modules/Interactive/Button.cs
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using RhythmBullet.UI.Modular;
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using RhythmBullet.Utilities.DataTypes;
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using RhythmBullet.Utilities.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Utilities.UI.Modular.Modules.Interactive
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{
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public delegate bool Clicked();
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public class Button : UIModule
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{
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private NinePatch background;
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public event Clicked Listeners;
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public Button(NinePatch background = null)
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{
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this.background = background;
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}
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public override void Draw(SpriteBatch batch)
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{
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background?.Draw(batch, bounds);
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base.Draw(batch);
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}
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public sealed override bool MouseStateChanged(MouseState state)
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{
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if (InputUtilities.MouseWithinBoundries(bounds))
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{
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if (InputUtilities.MouseClicked())
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{
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OnClick();
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}
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Highlighted = true;
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}
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else
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{
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Highlighted = false;
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}
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return base.MouseStateChanged(state);
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}
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public sealed override bool KeyboardStateChanged(KeyboardState state)
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{
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return base.KeyboardStateChanged(state);
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}
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protected void OnClick()
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{
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Listeners?.Invoke();
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}
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public bool Highlighted { get; private set; }
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}
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}
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.UI.Modular.Modules;
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using RhythmBullet.Utilities.DataTypes;
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using RhythmBullet.Utilities.UI.Modular.Modules.Interactive;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Utilities.UI.Modular.Modules.Interactive
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{
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internal class TextButton : Button
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{
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private TextLabel label;
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internal TextButton(string text, SpriteFont font, NinePatch background) : base(background)
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{
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label = new TextLabel(font, text);
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label.autoScale = true;
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}
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public override void Update(GameTime gameTime)
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{
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label.bounds = bounds;
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label.Update(gameTime);
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base.Update(gameTime);
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}
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public override void Draw(SpriteBatch batch)
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{
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label.Draw(batch);
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base.Draw(batch);
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}
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}
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}
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