Exemple #1
0
        void IHandler <Start> .Handle(FrameArgs frame, Start e)
        {
            _cam = new Camera2D(e.Size, 1000f, Camera2DOrigin.LowerLeft);

            // create our UI root. adding it to the scene allows events
            // like touch and resize to filter through the UI hierarchy.
            // it also automatically disposes the hierarchy.
            _root = new RootView(e.Size, 0f);
            this.Add(_root);

            // create our custom progress bar to stretch across most
            // of the screen
            _bar = new ProgressBarView(new LayoutSpec {
                Top    = p => (e.Size.Y - 30f) / 2f,
                Height = p => 30f,
                Left   = p => 50,
                Right  = p => 50
            });
            _root.AddView(_bar);

            // spin up a coroutine to animate the progress bar
            // keeping a reference to the coroutine list allows us to
            // access frame args from within coroutines
            _co = new CoroutineList <FrameArgs>();
            this.Add(_co);
            _co.Start(this.CoAnimateBar());
        }
Exemple #2
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        void IHandler <Start> .Handle(FrameArgs frame, Start e)
        {
            _cam  = new Camera2D(e.Size, 1000f);
            _root = new RootView(e.Size, 0f);

            _root.AddView(new MyView());
            this.Add(_root);
        }
Exemple #3
0
        void IHandler <Start> .Handle(FrameArgs frame, Start e)
        {
            _cam = new Camera2D(e.Size, 1000f, Camera2DOrigin.LowerLeft);

            // create our UI root. adding it to the scene allows events
            // like touch and resize to filter through the UI hierarchy.
            // it also automatically disposes the hierarchy.
            _root = new RootView(e.Size, 0f);
            this.Add(_root);

            _root.AddView(new HelloView());
        }
 public void AddView(View view)
 {
     RootView.AddView(view);
 }
Exemple #5
0
        void IHandler <Start> .Handle(FrameArgs frame, Start e)
        {
            _cam     = new Camera2D(e.Size, 1000f, Camera2DOrigin.LowerLeft);
            _sprites = new Atlas("sprites.atlas");
            _font    = new BitmapFont("helvetica.font");

            // create our UI root. adding it to the scene allows events
            // like touch and resize to filter through the UI hierarchy.
            // it also automatically disposes the hierarchy.
            _root = new RootView(e.Size, 0f);
            this.Add(_root);

            // we'll create two side-by-side panels that will automatically
            // resize properly if the window size changes (more relevant with
            // orientation changes but also on desktop if you enable window
            // resize).
            var left = new ImageView(_sprites["box"], new LayoutSpec {
                Left   = p => 20,
                Top    = p => 20,
                Width  = p => Mathf.Floor((p.Width - 60f) / 2f),
                Height = p => p.Height - 40
            });
            var right = new ImageView(_sprites["box"], new LayoutSpec {
                Right  = p => 20,
                Top    = p => 20,
                Bottom = p => 20,
                Width  = p => Mathf.Floor((p.Width - 60f) / 2f),
            });

            _root.AddView(left);
            _root.AddView(right);

            // we'll set the text on this label when then button is clicked
            var label = new Label("", _font, new LayoutSpec {
                Top    = p => 60,
                Height = p => 50,
                Left   = p => 15,
                Right  = p => 15
            });

            left.AddView(label);

            // create a button and hook up a click handler to set the label
            var button = new Button(new LayoutSpec {
                Top    = p => 10,
                Left   = p => 10,
                Right  = p => 10,
                Height = p => 50
            })
            {
                NormalSprite  = _sprites["button-normal"],
                PressedSprite = _sprites["button-pressed"]
            };

            button.SetLabel("Click Me!", _font,
                            HorizontalAlignment.Center, VerticalAlignment.Middle);
            button.Clicked += (sender, arg) =>
                              label.Text = "Thanks for clicking!";
            left.AddView(button);

            // create radio buttons to play with
            var rgroup = new RadioGroup();

            for (var i = 0; i < 3; i++)
            {
                var ii    = i;
                var radio = new Button(rgroup, new LayoutSpec {
                    Top    = p => 10 + 65 * ii,
                    Left   = p => 10,
                    Right  = p => 10,
                    Height = p => 50
                })
                {
                    NormalSprite  = _sprites["button-normal"],
                    PressedSprite = _sprites["button-pressed"],
                    ActiveSprite  = _sprites["button-active"]
                };
                radio.SetLabel("Radio " + i, _font);
                radio.Tag = i;
                if (i == 0)
                {
                    radio.IsActive = true;
                }
                right.AddView(radio);
            }
            rgroup.Changed += (sender, args) =>
                              label.Text = "Radio "
                                           + ((RadioGroup)sender).Active.Tag.ToString();

            // create a toggle button that does nothing much
            var toggle = new Button(new LayoutSpec {
                Left   = p => 10,
                Right  = p => 10,
                Bottom = p => 10,
                Height = p => 50
            })
            {
                NormalSprite  = _sprites["button-normal"],
                PressedSprite = _sprites["button-pressed"],
                ActiveSprite  = _sprites["button-active"],
                IsToggle      = true
            };

            toggle.SetLabel("Toggle Me!", _font);
            toggle.Clicked += (sender, args) =>
                              label.Text = toggle.IsActive ? "Toggled ON" : "Toggled OFF";
            right.AddView(toggle);
        }