Implemented new RA.
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@ -216,6 +216,11 @@
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2D camera to be used by default.
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</summary>
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</member>
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<member name="P:RecrownedAthenaeum.Configuration.BeginBatchFunction">
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<summary>
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The begin sprite batch to use for custom begins and consistency.
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</summary>
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</member>
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<member name="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable">
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<summary>
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A wrapper that makes sure anything implementing can be drawn with options.
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@ -1079,6 +1084,12 @@
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</summary>
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<param name="screen">The screen to show after the loading screen.</param>
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</member>
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<member name="T:RecrownedAthenaeum.ScreenSystem.BeginBatch">
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<summary>
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Custom spritebatch begin call.
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</summary>
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<param name="spriteBatch"></param>
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</member>
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<member name="T:RecrownedAthenaeum.ScreenSystem.ScreenManager">
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<summary>
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A manager for screens. Helps with transitions and updating screens as well as resizes.
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@ -1089,17 +1100,23 @@
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Called when the first loading screen is done, and needs to show the landing screen.
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</summary>
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</member>
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<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenManager.beginBatchFunc">
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<summary>
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The function to call that begins the batch.
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</summary>
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</member>
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<member name="P:RecrownedAthenaeum.ScreenSystem.ScreenManager.Screen">
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<summary>
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Currently displayed screen.
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</summary>
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</member>
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<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.GraphicsDeviceManager)">
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<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.GraphicsDeviceManager,RecrownedAthenaeum.ScreenSystem.BeginBatch)">
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<summary>
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Creates a screen manager that helps manage multiple screens and their transitions.
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</summary>
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<param name="camera">The camera to be used to perform the correct translations and transformations. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
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<param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
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<param name="beginBatchFunction">The function to call to begin a batch to be used generally. Will use the built-in one in screen manager if not provided.</param>
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</member>
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<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.UpdateCurrentScreen(Microsoft.Xna.Framework.GameTime,System.Boolean)">
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<summary>
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@ -1614,12 +1631,13 @@
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Camera used by the module for cropping.
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</summary>
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</member>
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<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.#ctor(System.Boolean,RecrownedAthenaeum.Camera.Camera2D)">
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<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.#ctor(System.Boolean,RecrownedAthenaeum.Camera.Camera2D,RecrownedAthenaeum.ScreenSystem.BeginBatch)">
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<summary>
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Creates a module group.
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</summary>
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<param name="crop">Whether or not to crop out of bounds. Default is false.</param>
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<param name="camera">What camera to use for cropping. Default is null and will use <see cref="T:RecrownedAthenaeum.Configuration"/>'s camera if crop is enabled.</param>
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<param name="beginBatchFunction">The function to be called that begins the batch.</param>
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</member>
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<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
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<summary>
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Before Width: | Height: | Size: 355 B After Width: | Height: | Size: 526 B |
@ -33,13 +33,29 @@
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}
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},
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{
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"name": "rectangle-button",
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"name": "rectangle-button-highlighted",
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"bounds": {
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"X": 0,
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"Y": 32,
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"Width": 16,
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"Height": 16
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},
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"ninePatchData": {
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"textureName": "rectangle-button-highlighted.png",
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"left": 4,
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"right": 4,
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"bottom": 4,
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"top": 4
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}
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},
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{
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"name": "rectangle-button",
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"bounds": {
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"X": 0,
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"Y": 48,
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"Width": 16,
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"Height": 16
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},
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"ninePatchData": {
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"textureName": "rectangle-button.png",
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"left": 4,
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@ -101,6 +101,7 @@ namespace RhythmBullet
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Camera = RecrownedAthenaeum.Configuration.Camera2D;
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screenManager = new ScreenManager();
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RecrownedAthenaeum.Configuration.BeginBatchFunction = screenManager.beginBatchFunc;
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screenManager.ShowFirstScreenEvent += ShowFirstScreen;
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QueueContent();
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screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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@ -243,6 +244,7 @@ namespace RhythmBullet
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skin.AddColor("default", Color.White);
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TextButtonSkinDefinition textButtonSkinDefinition = new TextButtonSkinDefinition("rectangle-button-down", "rectangle-button");
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textButtonSkinDefinition.selectedRegion = "rectangle-button-highlighted";
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textButtonSkinDefinition.disabledRegion = "rectangle-button-disabled";
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skin.AddDefinition(textButtonSkinDefinition);
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