95 lines
4.1 KiB
C#
95 lines
4.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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;
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namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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{
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/// <summary>
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/// Button that holds a string.
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/// </summary>
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public class TextButton : Button
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{
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/// <summary>
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/// The text that is used to display the string.
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/// </summary>
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public readonly Text text;
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/// <summary>
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/// The color the font should be rendered in.
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/// </summary>
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public Color FontColor { get { return text.color; } set { text.color = value; } }
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/// <summary>
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/// Constructs text button with the positions represented by <see cref="ISpecialDrawable"/>
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/// </summary>
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/// <param name="text">The string representing the text to be displayed.</param>
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/// <param name="font">The font to be used to display the text.</param>
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/// <param name="down">What to draw as button is pushed down.</param>
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/// <param name="up">What to draw as button is not pushed.</param>
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/// <param name="disabled">What to draw as button is disabled.</param>
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/// <param name="selected">What to draw as button is selected.</param>
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public TextButton(string text, SpriteFont font, ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null) : base(down, up, disabled, selected)
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{
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this.text = new Text(font, text);
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this.text.autoScale = true;
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this.text.centered = true;
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}
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/// <summary>
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/// Constructs a text button using a skin and definition.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="font">The font to be used.</param>
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/// <param name="skin">The skin to use.</param>
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/// <param name="definitionName">Name of the definition for this type in the skin given.</param>
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public TextButton(string text, SpriteFont font, ISkin skin, string definitionName = null) : base(skin, skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName))
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{
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TextButtonSkinDefinition skinDefinition = skin.ObtainDefinition<TextButtonSkinDefinition>(definitionName);
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this.text = new Text(font, text);
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this.text.autoScale = true;
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this.text.centered = true;
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FontColor = skin.GetColor(skinDefinition.fontColor);
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}
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/// <summary>
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/// Creates a text button with a given definition.
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/// </summary>
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/// <param name="text">The text to be displayed on this button.</param>
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/// <param name="font">The font to use for this button.</param>
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/// <param name="skin">The skin the definition is from.</param>
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/// <param name="skinDefinition">The definition to use.</param>
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public TextButton(string text, SpriteFont font, ISkin skin, TextButtonSkinDefinition skinDefinition) :
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this(text,
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font,
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skin.GetTextureAtlasRegion(skinDefinition.downRegion, true),
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skin.GetTextureAtlasRegion(skinDefinition.upRegion, true),
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skin.GetTextureAtlasRegion(skinDefinition.disabledRegion),
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skin.GetTextureAtlasRegion(skinDefinition.selectedRegion))
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{ }
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/// <summary>
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/// Updates the text button.
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/// </summary>
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/// <param name="gameTime">Snapshot of information about time for game.</param>
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public override void Update(GameTime gameTime)
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{
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text.SetPositionAndDimensions(Boundaries);
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text.Update(gameTime);
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base.Update(gameTime);
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}
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/// <summary>
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/// Called whenever game wants to render this button.
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/// </summary>
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/// <param name="batch">Batch to use. Batch should already be started.</param>
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public override void Draw(ConsistentSpriteBatch batch)
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{
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base.Draw(batch);
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text.Draw(batch);
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}
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}
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}
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