// ////////////////////////////// // // Constructor // // ////////////////////////////// // /// initialize a new, empty socket with blank content; /// calls the derived-class specific version of InitEmptySocket() protected ButtonSlot(ButtonLayer parent, Vector2 position) { ParentLayer = parent; Position = position; AssociatedButtons = new Dictionary <string, T>(); }
public ChestIconBase(ButtonLayer parent, Vector2 position, Texture2D button_bg, float base_alpha = 0.75f, float focus_alpha = 1.0f, float alpha_step = 0.01f) : base(parent, position, button_bg) { // BaseAlpha = base_alpha; // maxAlpha = focus_alpha.Clamp(BaseAlpha, 1.0f); // // alpha_step = (BaseAlpha == maxAlpha) ? 0 : alpha_step.Clamp(0.001f, (maxAlpha - BaseAlpha)); // Alpha = BaseAlpha; }
///<summary> /// Create an empty socket at the given position</summary> public TextButtonBase (ButtonLayer parent, Vector2 position, float base_scale = 0.75f, float focus_scale = 1.0f, float scale_step = 0.05f ) : base(parent, position) { posMod = Position; // 30 is honestly kind of a ridiculously high limit; // I don't think I saw any text-scaling values go higher // than 4 in the vanilla code. _minScale = base_scale.Clamp(0.5f, 30.0f); _maxScale = focus_scale.Clamp(_minScale, 30.0f); scaleStep = (_minScale == _maxScale) ? 0 : scale_step; Scale = base_scale; }
public IconButtonBase(ButtonLayer parent, Vector2 position, Texture2D button_bg) : base(parent, position) { ButtonBackground = button_bg; }