/// <summary>
        /// Registers event handlers with the input events system, and
        /// refreshes the control position.
        /// </summary>
        public override void Initialize()
        {
            foreach (UIComponent control in this.controls)
            {
                control.Initialize();
            }

            if (!this.isInitialized)
            {
                // Get input event system, and register event handlers
                this.inputEvents = (IInputEventsService)Game.Services.GetService(typeof(IInputEventsService));

                if (this.inputEvents != null)
                {
                    this.inputEvents.KeyDown   += new KeyDownHandler(KeyDownIntercept);
                    this.inputEvents.KeyUp     += new KeyUpHandler(KeyUpIntercept);
                    this.inputEvents.MouseDown += new MouseDownHandler(MouseDownIntercept);
                    this.inputEvents.MouseUp   += new MouseUpHandler(MouseUpIntercept);
                    this.inputEvents.MouseMove += new MouseMoveHandler(MouseMoveIntercept);
                }

                // Refreshing here allows controls to sort themselves out
                Refresh();

                base.Initialize();
                this.isInitialized = true;
            }
        }
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        /// <summary>
        /// Constructor adds game component, and sets up initial cursor.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        /// <param name="guiManager">Associated GUIManager object.</param>
        public MouseCursor(Game game, GUIManager guiManager)
            : base(game)
        {
            this.guiManager = guiManager;
            // Get input event system
            this.inputEvents = (IInputEventsService)Game.Services.GetService(typeof(IInputEventsService));

            #region Set Default Cursors
            SetSkinLocation(MouseState.Normal, defaultNormalLocation, defaultNormalOffset);
            SetSkinLocation(MouseState.Moving, defaultMovingLocation, defaultMovingOffset);
            SetSkinLocation(MouseState.ResizingNS, defaultResizingNSLocation, defaultResizingNSOffset);
            SetSkinLocation(MouseState.ResizingWE, defaultResizingWELocation, defaultResizingWEOffset);
            SetSkinLocation(MouseState.ResizingNWSE, defaultResizingNWSELocation, defaultResizingNWSEOffset);
            SetSkinLocation(MouseState.ResizingNESW, defaultResizingNESWLocation, defaultResizingNESWOffset);
            #endregion

            SetMouseState(MouseState.Normal);
        }
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        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        public GUIManager(Game game)
            : base(game)
        {
            this.controls       = new List <UIComponent>();
            this.focusedControl = null;
            this.modalControl   = null;

            // Get input event system, and register event handlers
            this.inputEvents = (IInputEventsService)this.Game.Services.GetService(typeof(IInputEventsService));
            if (this.inputEvents != null)
            {
                this.inputEvents.RequestingFocus += new MouseDownHandler(RequestingFocus);
                this.inputEvents.MouseMove       += new MouseMoveHandler(CheckMouseStatus);
            }

            // Create graphical mouse cursor
            this.mouseCursor = new MouseCursor(game, this);
            this.mouseCursor.Initialize();
        }
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        /// <summary>
        /// Constructor sets up data and event handlers.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        /// <param name="guiManager">GUIManager that this control is part of.</param>
        public UIComponent(Game game, GUIManager guiManager)
            : base(game)
        {
            this.guiManager       = guiManager;
            this.inputEvents      = null;
            this.absolutePosition = Point.Zero;
            this.controls         = new List <UIComponent>();
            this.parent           = null;

            // Minimum size of 1
            this.location  = new Rectangle(0, 0, 1, 1);
            this.minWidth  = 1;
            this.minHeight = 1;

            this.zOrder           = 0.0f;
            this.canHaveFocus     = true;
            this.isRedrawRequired = true;
            this.isInitialized    = false;
            this.isAnimating      = false;
            this.isMouseOver      = false;
            this.isPressed        = false;

            #region Event Handlers
            this.MouseDown      += new MouseDownHandler(OnMouseDown);
            this.MouseUp        += new MouseUpHandler(OnMouseUp);
            this.MouseMove      += new MouseMoveHandler(OnMouseMove);
            this.MouseOver      += new MouseOverHandler(OnMouseOver);
            this.MouseOut       += new MouseOutHandler(OnMouseOut);
            this.KeyDown        += new KeyDownHandler(OnKeyDown);
            this.KeyUp          += new KeyUpHandler(OnKeyUp);
            this.Move           += new MoveHandler(OnMove);
            this.Resize         += new ResizeHandler(OnResize);
            this.RequiresRedraw += new RequiresRedrawHandler(OnRequiresRedraw);
            this.GetFocus       += new GetFocusHandler(OnGetFocus);
            this.LoseFocus      += new LoseFocusHandler(OnLoseFocus);
            #endregion

            instanceCount++;
        }
Exemple #5
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        /// <summary>
        /// Constructor adds game component, and sets up initial cursor.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        /// <param name="guiManager">Associated GUIManager object.</param>
        public MouseCursor(Game game, GUIManager guiManager)
            : base(game)
        {
            this.guiManager = guiManager;
            // Get input event system
            this.inputEvents = (IInputEventsService)Game.Services.GetService(typeof(IInputEventsService));

            // Ensure mouse is ALWAYS drawn on top
            DrawOrder = int.MaxValue;

            #region Set Default Cursors
            SetSkinLocation(MouseState.Normal, defaultNormalLocation, defaultNormalOffset);
            SetSkinLocation(MouseState.Moving, defaultMovingLocation, defaultMovingOffset);
            SetSkinLocation(MouseState.ResizingNS, defaultResizingNSLocation, defaultResizingNSOffset);
            SetSkinLocation(MouseState.ResizingWE, defaultResizingWELocation, defaultResizingWEOffset);
            SetSkinLocation(MouseState.ResizingNWSE, defaultResizingNWSELocation, defaultResizingNWSEOffset);
            SetSkinLocation(MouseState.ResizingNESW, defaultResizingNESWLocation, defaultResizingNESWOffset);
            #endregion

            SetMouseState(MouseState.Normal);
        }
Exemple #6
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        /// <summary>
        /// Registers event handlers with the input events system, and
        /// refreshes the control position.
        /// </summary>
        public override void Initialize()
        {
            foreach (UIComponent control in this.controls)
                control.Initialize();

            if (!this.isInitialized)
            {
                // Get input event system, and register event handlers
                this.inputEvents = (IInputEventsService)Game.Services.GetService(typeof(IInputEventsService));

                if (this.inputEvents != null)
                {
                    this.inputEvents.KeyDown += new KeyDownHandler(KeyDownIntercept);
                    this.inputEvents.KeyUp += new KeyUpHandler(KeyUpIntercept);
                    this.inputEvents.MouseDown += new MouseDownHandler(MouseDownIntercept);
                    this.inputEvents.MouseUp += new MouseUpHandler(MouseUpIntercept);
                    this.inputEvents.MouseMove += new MouseMoveHandler(MouseMoveIntercept);
                }

                // Refreshing here allows controls to sort themselves out
                Refresh();

                base.Initialize();
                this.isInitialized = true;
            }
        }
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        /// <summary>
        /// Constructor sets up data and event handlers.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        /// <param name="guiManager">GUIManager that this control is part of.</param>
        public UIComponent(Game game, GUIManager guiManager)
            : base(game)
        {
            this.guiManager = guiManager;
            this.inputEvents = null;
            this.absolutePosition = Point.Zero;
            this.controls = new List<UIComponent>();
            this.parent = null;

            // Minimum size of 1
            this.location = new Rectangle(0, 0, 1, 1);
            this.minWidth = 1;
            this.minHeight = 1;

            this.zOrder = 0.0f;
            this.canHaveFocus = true;
            this.isInitialized = false;
            this.isAnimating = false;
            this.isMouseOver = false;
            this.isPressed = false;

            #region Event Handlers
            this.MouseDown += new MouseDownHandler(OnMouseDown);
            this.MouseUp += new MouseUpHandler(OnMouseUp);
            this.MouseMove += new MouseMoveHandler(OnMouseMove);
            this.MouseOver += new MouseOverHandler(OnMouseOver);
            this.MouseOut += new MouseOutHandler(OnMouseOut);
            this.KeyDown += new KeyDownHandler(OnKeyDown);
            this.KeyUp += new KeyUpHandler(OnKeyUp);
            this.Move += new MoveHandler(OnMove);
            this.Resize += new ResizeHandler(OnResize);
            this.GetFocus += new GetFocusHandler(OnGetFocus);
            this.LoseFocus += new LoseFocusHandler(OnLoseFocus);
            #endregion

            instanceCount++;
        }
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        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="game">The currently running Game object.</param>
        public GUIManager(Game game)
            : base(game)
        {
            this.controls = new List<UIComponent>();
            this.focusedControl = null;
            this.modalControl = null;

            // Ensure this and mouse are always drawn on top, mouse is MaxValue
            this.DrawOrder = int.MaxValue - 1;

            // Get input event system, and register event handlers
            this.inputEvents = (IInputEventsService)this.Game.Services.GetService(typeof(IInputEventsService));
            if (this.inputEvents != null)
            {
                this.inputEvents.RequestingFocus += new MouseDownHandler(RequestingFocus);
                this.inputEvents.MouseMove += new MouseMoveHandler(CheckMouseStatus);
            }

            // Create graphical mouse cursor
            this.mouseCursor = new MouseCursor(game, this);
            this.mouseCursor.Initialize();
        }