/// <summary> /// Gamestate pattern : Draw the widget. /// </summary> /// <param name="gameTime">Elasped time since last draw</param> /// <param name="spriteBatch">The sprite batch</param> public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { // If the widget is invisible, don't render it nor it's children if (_visible) { // Retreive the used skin YnSkin skin = YnGui.GetSkin(_skinName); // Draw the borders if needed if (_hasBorders) { DrawBorders(gameTime, spriteBatch, skin); } // Draw the background id needed if (_hasBackground) { DrawBackground(gameTime, spriteBatch, skin); } // Draw the component itself DrawWidget(gameTime, spriteBatch, skin); // Draw the child components DrawChildren(gameTime, spriteBatch); } }
/// <summary> /// Manage the text color when the button is clicked. /// </summary> /// <param name="gameTime">The game time</param> protected override void DoCustomUpdate(GameTime gameTime) { if (Clicked) { // The label's custom text color is used to render it in the clicked state _label.TextColor = YnGui.GetSkin(_skinName).TextColorClicked; _label.UseCustomColor = true; } else { _label.UseCustomColor = false; } }
public YnSceneGui() : base() { _guiManager = new YnGui(); _useOtherBatchForGui = false; }
/// <summary> /// Ease method to retreive the widget's current skin. /// </summary> /// <returns>The skin</returns> protected YnSkin GetSkin() { return(YnGui.GetSkin(_skinName)); }
public MainMenuState(string name) : base(name, false) { _gui = new YnGui(); YnGui.RegisterSkin("GAME", YnSkinGenerator.Generate(Color.Aquamarine, "Fonts/MainMenuFont")); }