using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.DataTypes;
using RecrownedAthenaeum.UI.Skin.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
///
/// Button that holds a string.
///
public class TextButton : Button
{
private Text text;
///
/// The color the font should be rendered in.
///
public Color FontColor { get { return text.color; } set { text.color = value; } }
///
/// Constructs text button with the positions represented by
///
/// The string representing the text to be displayed.
/// The font to be used to display the text.
/// What to draw as button is pushed down.
/// What to draw as button is not pushed.
/// What to draw as button is disabled.
/// What to draw as button is selected.
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)
{
autoScale = true
};
}
///
/// Constructs a text button using a skin and definition.
///
/// The text to display.
/// The skin to use.
/// Name of the definition for this type in the skin given.
public TextButton(string text, Skin.Skin skin, string definitionName = null) : base(skin, definitionName)
{
TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition(definitionName, GetType());
this.text = new Text(skin.fonts[skinDefinition.fontName], text);
FontColor = skin.colors[skinDefinition.fontColor];
}
///
/// Updates the text button.
///
/// Snapshot of information about time for game.
public override void Update(GameTime gameTime)
{
text.bounds = bounds;
text.Update(gameTime);
base.Update(gameTime);
}
///
/// Called whenever game wants to render this button.
///
/// Batch to use. Batch should already be started.
public override void Draw(SpriteBatch batch)
{
text.Draw(batch);
base.Draw(batch);
}
}
}