Example #1
0
        public static GuiEvent FromGuiElement(GuiElement sender)
        {
            GuiEvent returnEvent = new GuiEvent((int)sender.GetPosition().x, (int)sender.GetPosition().y);

            returnEvent.clickedElement = sender;
            returnEvent.clickedTiles = sender.GetParentLayer().GetTilesAt(returnEvent.eventPos.x, returnEvent.eventPos.y);
            //presume no entities and tiles...?

            return returnEvent;
        }
Example #2
0
        /// <summary>
        /// Each of the parameters is nullable. The most complete set of data possible will be built from any non-null parameters.
        /// </summary>
        /// <param name="sendingTile"></param>
        /// <param name="sendingGameEntity"></param>
        /// <param name="sendingElement"></param>
        /// <param name="triggeringPosition"></param>
        /// <param name="triggeringScreenPosition"></param>
        /// <returns></returns>
        public static GuiEvent FromPartialData(Tile sendingTile, GameEntity sendingGameEntity, GuiElement sendingElement, Point triggeringPosition, Point triggeringScreenPosition)
        {
            GuiEvent eventToReturn = new GuiEvent(0, 0);

            //check each of the parameters for non-null values and set them in the event to return
            if (sendingTile != null)
            {
                eventToReturn.clickedTiles.Add(sendingTile);
            }
            if (sendingGameEntity != null)
            {
                eventToReturn.clickedEntities.Add(sendingGameEntity);
            }
            if (sendingElement != null)
            {
                eventToReturn.clickedElement = sendingElement;
            }
            if (triggeringPosition != null)
            {
                eventToReturn.eventPos = triggeringPosition;
            }
            if (triggeringScreenPosition != null)
            {
                eventToReturn.eventPixelPos = triggeringScreenPosition;
            }

            //go through the values, and determine values for those that are null
            if (eventToReturn.eventPos == null)
            {
                //get the position from one of the properties that we have...
            }

            //gotta do this for the other stuff too
            //eventToReturn.clickedElement = gLayer.GetElementAt(returnEvent.eventPos.x, returnEvent.eventPos.y);
            //eventToReturn.clickedEntities = gLayer.GetEntitiesAt(returnEvent.eventPos.x, returnEvent.eventPos.y);
            //eventToReturn.clickedTiles = gLayer.GetTilesAt(returnEvent.eventPos.x, returnEvent.eventPos.y);

            return eventToReturn;
        }
Example #3
0
        public void RemoveGUIElement(GuiElement gelm)
        {
            this.guiElements.Remove(gelm);

            //defocus the element if its focused
        }
Example #4
0
        //select the previous item in the list of gui elements
        public void PreviousItem()
        {
            //this is probably a terrible way to do this

            //the index of the currently focused item in the array of gui elements within this layer
            int focusedInex = this.guiElements.IndexOf(this.focusedElement);
            //if the element at the end of the list is the one that's currently selected, point to before the end of the list, so that it loops
            if (focusedInex <= 0)
            {
                focusedInex = this.guiElements.Count -1;
            }
            this.focusedElement = this.guiElements[focusedInex - 1];
        }
Example #5
0
 //select the next item in the list of gui elements
 public void NextItem()
 {
     //the index of the currently focused item in the array of gui elements within this layer
     int focusedInex = this.guiElements.IndexOf(this.focusedElement);
     //if the element at the end of the list is the one that's currently selected, point to before the beginning of the list, so that it loops
     if (focusedInex >= this.guiElements.Count - 1)
     {
         focusedInex = -1;
     }
     this.focusedElement = this.guiElements[focusedInex + 1];
 }
Example #6
0
 /// <summary>
 /// Add an existing GUI element to the layer.
 /// </summary>
 /// <param name="elementToAdd"></param>
 public void AddGUIElement(GuiElement elementToAdd)
 {
     if (!this.guiElements.Contains(elementToAdd))
     {
         this.guiElements.Add(elementToAdd);
     }
 }
Example #7
0
        /// <summary>
        /// Create a new element and add it to the gui layer
        /// </summary>
        /// <param name="text">The text to appear with the element.</param>
        /// <param name="guiSprite">A sprite which represent's the GUI's graphical icon.</param>
        /// <returns></returns>
        public GuiElement AddGUIElement(string text)
        {
            //create a new element with this as the parent, and the given text as its caption
            GuiElement newElement = new GuiElement(this, text);
            //add the element to the list of elements in this layer
            //this.guiElements.Add(newElement);
            //if no element has the focus on this layer, give focus to the new element
            if (this.focusedElement == null)
            {
                this.focusedElement = newElement;
            }

            return newElement;
        }
Example #8
0
 public void SetNeedsUpdate(GuiElement gelm)
 {
     if (!this.guiElementsToUpdate.Contains(gelm.GetId()))
     {
         this.guiElementsToUpdate.Add(gelm.GetId());
     }
 }
Example #9
0
        public void RenderGUIElement(GuiElement gelm)
        {
            HtmlElement guiElem = null;
            if (elementsByGuiId.ContainsKey(gelm.GetId()))
            {
                guiElem = elementsByGuiId[gelm.GetId()].As<HtmlElement>();
            }

            //if it's not rendered, render it
            if (guiElem == null)
            {
                guiElem = document.createElement("div").As<HtmlElement>();
                this.AddClass(guiElem, "GUIElement");
                //document.getElementById("gameBoard").appendChild(gentlement);
                this.elementsByGuiId[gelm.GetParentLayer().GetId()].appendChild(guiElem);
                //!! Basing this on size 12 font right now, and it's going to be totally wrong, and needs to be done up properly
                if (gelm.GetText() != "" && gelm.GetSprite() == null)
                {
                    guiElem.style.width = (gelm.GetText().Length * 12) + "px";
                    guiElem.style.height = 12 + "px";
                    guiElem.innerHTML = gelm.GetText();
                }
                else
                {
                    if (gelm.GetSize().width != 0 && gelm.GetSize().height != 0)
                    {
                        guiElem.style.width = gelm.GetSize().width + " px";
                        guiElem.style.height = gelm.GetSize().height + "px";
                    }

                    //Debug.log("Setting width to " + gelm.GetSize().width + ". Width is " + gentlement.style.width);
                    //Debug.log("Setting height to " + gelm.GetSize().height + ". Height is " + gentlement.style.height);
                }

                //since we're building this for the first time, put all the classes into a long list, to cut down on operations
                string styleString = "";
                foreach (string style in gelm.GetStyles())
                {
                    styleString += style + " ";
                }
                //styleString = styleString.TrimEnd();
                this.AddClass(guiElem, styleString);

                elementsByGuiId[gelm.GetId()] = guiElem;
            }

            //update the element with new position information if need be
            if (this.guiElementsToUpdate.Contains(gelm.GetId()))
            {
                guiElem.innerHTML = gelm.GetText();

                //reposition the element based on game position
                guiElem.style.left = gelm.GetPosition().x + "px";
                guiElem.style.top = gelm.GetPosition().y + "px";

                if (gelm.GetStyle("Background") != null)
                {
                    guiElem.style.background = gelm.GetStyle("Background");
                }

                this.guiElementsToUpdate.Remove(gelm.GetId());
            }

            if (gelm.GetSprite() == null)
            {
                return;
            }
            guiElem.innerHTML = "";

            //call the sprite's animate function
            //it will return the id of the frame that the sprite and its animation are currently on
            string frameId = gelm.GetSprite().Animate();

            //if that result is different from the value we have stored as this GameEntity's current display frame,
            if (frameId != gelm.GetSprite().CurrentRenderFrame)
            {
                //update this thing's CSS to the new frame
                //jQueryObject GameEntityDiv = jQuery.FromElement(GameEntityDiv);
                this.RemoveClass(guiElem, gelm.GetSprite().CurrentRenderFrame);
                this.AddClass(guiElem, frameId);
                //and update our current frameid
                gelm.GetSprite().CurrentRenderFrame = frameId;

                guiElem.style.width = gelm.GetSprite().Size.width + "px";
                guiElem.style.height = gelm.GetSprite().Size.height + "px";
            }
        }