public void AddItem(Point position, UIObject item, DrawPriority priority) { Slot <UIObject> slot = new Slot <UIObject>(position, item, priority); Insert(slot); Slots.Add(slot); }
/// <summary> /// 构造函数 /// </summary> /// <param name="canvas">画布</param> /// <param name="priority">当前绘制级别</param> public DrawArgs(Canvas canvas, DrawPriority priority) { CurrentCanvas = canvas; Priority = priority; switch (priority) { case DrawPriority.Lowest: Bitmap = canvas.Lowest; break; case DrawPriority.Lower: Bitmap = canvas.Lower; break; case DrawPriority.Normal: Bitmap = canvas.Normal; break; case DrawPriority.Higher: Bitmap = canvas.Higher; break; case DrawPriority.Highest: Bitmap = canvas.Highest; break; } FastBitmap = new FastBitmap(Bitmap); }
public Point SimulateInsert(Point position, UIObject item, DrawPriority priority = DrawPriority.HIGH) { Slot <UIObject> _newSlot = new Slot <UIObject>(position, item, priority); item.Active = true; return(ItemList.SimulateInsert(_newSlot)); }
public ComboBox(string baseTX, string itemTX, DrawPriority priority) : base(baseTX, OverlayOption.NORMAL, priority) { Parent = this; _defaultTXName = itemTX; LoadAttributes(); }
public Slot(Point position, T item, DrawPriority priority) { Item = item; Position = position; Priority = priority; Index = GlobalIndex; GlobalIndex++; }
public Sprite(string baseTX, DrawPriority priority, MoveOption moveState = MoveOption.STATIC) { Texture = Singleton.Content.AddTexture(baseTX); TextureClicked = Singleton.Content.AddTexture(baseTX + "Clicked"); TextureOver = Singleton.Content.AddTexture(baseTX + "Over"); TextureDisabled = Singleton.Content.AddTexture(baseTX + "Disabled"); Priority = priority; MoveState = moveState; SpriteColor = Color.White; MouseEvent = new MouseEvents(this); }
public ScreenTint(string texturePath, Rectangle rectangle, Color color) : base(texturePath, rectangle) { priority = DrawPriority.P1; this.Color = color; }
public ComboMulti(string baseTX, string itemTX, DrawPriority priority) : base(baseTX, OverlayOption.NORMAL, priority) { _bgSprite = new Sprite(itemTX, DrawPriority.NORMAL); _defaultTXName = itemTX; LoadAttributes(); }
public GraphicNode(Position position, Position texture, DrawPriority priority) { Position = position; Texture = texture; Priority = priority; }
public TextBox(string textureName, string pointerTextureName, TextBoxType category, DrawPriority priority) : base(textureName, priority) { Category = category; LoadAttributes(); Active = true; }
/// <summary> /// 移除某个绘制对象 /// </summary> /// <param name="priority"></param> private void RemoveAll(DrawPriority priority) { _drawables[priority].Clear(); }
/// <summary> /// 构造方法 /// </summary> /// <param name="priority">绘制级别</param> /// <param name="globalFramePerFrame">帧数调整</param> protected DrawableBase(DrawPriority priority, int globalFramePerFrame) { Priority = priority; _globalFramePerFrame = globalFramePerFrame; }
public void AddItem(Point dropLocation, UIObject item, DrawPriority priority = DrawPriority.LOWEST) { Slots.Add(new Slot <UIObject>(dropLocation, item, priority)); Children = Slots.ToList(); }
/// <summary> /// 构造方法 /// </summary> /// <param name="priority">绘制级别</param> protected DrawableBase(DrawPriority priority) : this(priority, 1) { Priority = priority; }
public Button(string textureName, OverlayOption category, DrawPriority priority, MoveOption state = MoveOption.STATIC) : base(textureName, priority, category, state) { LoadAttributes(); }
public Frame(string textureName, DrawPriority priority, MoveOption moveOption = MoveOption.STATIC) : base(textureName, priority, moveOption) { Slots = new SortedSet <Slot <UIObject> >(); Children = new List <Slot <UIObject> >(); }
public Point SimulateInsert(Point dropLocation, UIObject item, DrawPriority priority = DrawPriority.HIGH) { return(dropLocation); }
public CheckBox(string textureName, OverlayOption layerOption, DrawPriority priority) : base(textureName, layerOption, priority) { LoadAttributes(); }
public ToolTip(UIObject parent, string baseTX, OverlayOption overlay, DrawPriority priority) : base(baseTX, overlay, priority) { _parent = parent; }