Example #1
0
        public Button(Vector2 position, string identifier, string text, bool autoRelease, Texture2D image, SpriteFont font, onPressed onPressed, GameState drawState = GameState.None)
        {
            this.position    = position;
            this.image       = image;
            this.autoRelease = autoRelease;
            this.text        = new Text(position, text, image.Width, image.Height, 1f, font, Color.White, true, GameState.None, 0.1f);
            this.identifier  = identifier;
            origin           = new Vector2(image.Width / 2f, image.Height / 2f);
            pressed          = onPressed;

            previousState = Mouse.GetState();
            color         = Color.White;

            latestButtonPosition = position;

            if (drawState == GameState.None || drawState == GameState.Editing || drawState == GameState.Simulating)
            {
                GUI.buttonsGUI.Add(this);
            }
            else if (drawState == GameState.LevelFinished)
            {
                GUI.buttonsFinish.Add(this);
            }

            Cell.GetCell(position).isEmpty = false;
        }
Example #2
0
        public Button(Vector2 position, string text, bool autoRelease, Texture2D image, SpriteFont font, onPressed onPressed)
        {
            this.position    = position;
            this.image       = image;
            this.autoRelease = autoRelease;
            this.text        = new Text(position, text, image.Width, image.Height, 1f, font, Color.White);
            origin           = new Vector2(image.Width / 2f, image.Height / 2f);
            pressed          = onPressed;

            previousState = Mouse.GetState();
            color         = Color.White;

            latestButtonPosition = position;
        }
Example #3
0
 public static Button Debug(string text, int width, int height, Color color, onPressed onPressed)
 {
     return(new Button(latestButtonPosition + new Vector2(width * 1.5f, 0), text, false, DebugTextures.GenerateRectangle(width, height, color), GUI.defaultFont, onPressed));
 }