static public void RemoveWindow(WindowArray windowsToRemove) { for (int i = windowsToRemove.Count - 1; i > -1; i--) { RemoveWindow(windowsToRemove[i]); } }
public void AddUnique(WindowArray wa) { foreach (IWindow w in wa) { AddUnique(w); } }
// made public for unit tests public static void Initialize(Texture2D guiTextureToUse, Cursor cursor) #endif { #if FRB_MDX || XNA3_1 RemoveInvisibleDominantWindows = true; #else RemoveInvisibleDominantWindows = false; #endif mPerishableArrayReadOnly = new ReadOnlyCollection <IWindow>(mPerishableArray); // Currently make the FRB XNA default to not using the UI, but the FRB MDX to true TextHeight = 2; TextSpacing = 1; mUIEnabled = true; // sr.WriteLine("Inside the GuiManager constructor"); // sr.Close(); mCursors = new List <Cursor>(); mCursors.Add(cursor); mWindowArray = new WindowArray(); mReadOnlyWindowArray = new ReadOnlyCollection <IWindow>(mWindowArray); mDominantWindows = new List <IWindow>(); #if !MONOGAME && !UNIT_TESTS && !XNA4 RenderingBasedInitializize(); #endif BringsClickedWindowsToFront = true; try { nfi = new System.Globalization.NumberFormatInfo(); //replaced the above line with the one below to used streamed images. ShowingCursorTextBox = true; renderingNotes = new List <String>(); } catch (Exception e) { throw e; } // Let's do some updates because we want to make sure our "last" values are set to the current value // so we don't have any movement on the cursor initially: cursor.Update(TimeManager.CurrentTime); }
public ToggleButton(Cursor cursor) : base(cursor) { //pressed = false; radioGroup = new WindowArray(); //pressedText = ""; ButtonPushedState = ButtonPushedState.Up; this.RollingOff += RestoreToStateBefore; this.RollingOn += UndoRestoreToStateBefore; }
public MultiButtonMessageBox(Cursor cursor) : base(cursor) { buttonArray = new WindowArray(); this.HasMoveBar = true; textField = new TextField(); textField.WindowParent = this; textField.TextHeight = GuiManager.TextHeight; this.ScaleX = 5; GuiManagerDrawn = true; // this.ScaleY = 5; this.Dragging += Move; }
public bool IsWindowInCategory(IWindow windowToCheck, string category) { WindowArray windowArray = ((WindowArray)GetObject(category)); return(windowArray != null && ((WindowArray)GetObject(category)).Contains(windowToCheck)); }
public void AddWindowArray(string windowName, WindowArray windowArray) { AddWindowArray(windowName, windowArray, float.NaN, float.NaN); }
public void AddWindowArray(string windowName, WindowArray windowArray, float ScaleX, float ScaleY) { base.AddItem(windowName, windowArray); windowScls.Add(new Vector2(ScaleX, ScaleY)); }
// made public for unit tests public static void Initialize(Texture2D guiTextureToUse, Cursor cursor) #endif { #if FRB_MDX || XNA3_1 RemoveInvisibleDominantWindows = true; #else RemoveInvisibleDominantWindows = false; #endif mPerishableArrayReadOnly = new ReadOnlyCollection <IWindow>(mPerishableArray); // Currently make the FRB XNA default to not using the UI, but the FRB MDX to true TextHeight = 2; TextSpacing = 1; mUIEnabled = true; // sr.WriteLine("Inside the GuiManager constructor"); // sr.Close(); mCursors = new List <Cursor>(); mCursors.Add(cursor); mWindowArray = new WindowArray(); mReadOnlyWindowArray = new ReadOnlyCollection <IWindow>(mWindowArray); mDominantWindows = new List <IWindow>(); #if !MONOGAME && !SILVERLIGHT && !UNIT_TESTS && !XNA4 RenderingBasedInitializize(); #endif BringsClickedWindowsToFront = true; try { #if FRB_MDX if (System.IO.File.Exists(FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/upDirectory.bmp")) { mUpDirectory = FlatRedBallServices.Load <Texture2D>( FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/upDirectory.bmp", InternalGuiContentManagerName); } if (System.IO.File.Exists(FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursorTextBox.bmp")) { mCursorTextBox = FlatRedBallServices.Load <Texture2D>( FlatRedBall.IO.FileManager.RelativeDirectory + "Assets/Textures/cursorTextBox.bmp", InternalGuiContentManagerName); } if (guiTextureToUse != null && guiTextureToUse != "") { guiTexture = FlatRedBallServices.Load <Texture2D>( guiTextureToUse, InternalGuiContentManagerName); RefreshTextSize(); } #elif SUPPORTS_FRB_DRAWN_GUI guiTexture = guiTextureToUse; RefreshTextSize(); #endif } catch (Exception e) { throw e; } try { nfi = new System.Globalization.NumberFormatInfo(); //replaced the above line with the one below to used streamed images. ShowingCursorTextBox = true; renderingNotes = new List <String>(); } catch (Exception e) { throw e; } #if SUPPORTS_FRB_DRAWN_GUI SetPropertyGridTypeAssociations(); #endif // Let's do some updates because we want to make sure our "last" values are set to the current value // so we don't have any movement on the cursor initially: cursor.Update(TimeManager.CurrentTime); cursor.Update(TimeManager.CurrentTime); }