Exemple #1
0
 public UIButton(Vector2 pos, Vector2 size, Action function, UIObject parent = null, Texture2D texture = null) : base(pos, size, parent)
 {
     this.Function += function;
     this.texture   = texture;
 }
Exemple #2
0
        public bool canMove = true;    //This too!
        public ExampleUI()
        {
            //This line is used a lot, make sure to change UIParameters.Autohammer to your mod's name, otherwise this won't work!
            Mod mod = ModLoader.GetMod(UIParameters.Autohammer);

            /*
             *
             * This is the base UIObject, that all of my other UIObjects' positions will be based off of.
             *
             * == UIPanel Constructor Parameters ==
             *
             * Vector2 pos:
             * The position of the panel. I tend to use the middle of the screen, to do so, use the code below, where you subtract
             * half of the width from the screenWidth divided in two, and the same for the screenHeight.
             *
             * Vector2 size:
             * This is the width and height of the panel. This should be double what you've just subtracted for the position, if of course
             * that is what you are creating :P
             *
             * UIObject parent:
             * This is the parent object. If you are using this as your background, then you should leave this as null.
             *
             * Texture2D fullTexture:
             * This is the texture used if you would like to use a full sized texture as your panel's texture. An example of this can be seen
             * in Autohammer (look at the screenshots for jExo): http://forums.terraria.org/index.php?threads/neal-boffins-mods.47412/
             *
             */

            UIPanel background = new UIPanel(new Vector2(Main.screenWidth / 2 - 150, Main.screenHeight / 2 - 50), new Vector2(215, 170), null);

            /*
             *
             * The first UIObject I am going to add to the background is an Item slot!
             *
             * == UIItemSlot Constructor Parameters ==
             *
             * Vector2 pos:
             * Where it will appear on screen. If you set a parent (in my case, background) then this is where it will
             * appear from the top left of the parent.
             * - If you want the UI to appear above an NPC for example, you would need to get the NPCs position:
             * npc.position
             * - And then subtract Main.screenPosition from it:
             * npc.position - Main.screenPosition
             * - And have your object there. You should do this for the base object rather than each individual one however. (simpler)
             *
             * UIObject parent:
             * The parent object. As explained before, this is what changes the position. If set to null, then it
             * will simply appear at the position set on the screen.
             *
             * UIItemSlot.Condition con:
             * This is a delegate bool, that returns true or false depending on whether the item in the mouse
             * can be placed into the item slot or not.
             * - To form this, you would type:
             *   delegate(Item item)
             *   {
             *       if (item.type == ItemID.IronBroadsword)
             *       {
             *           return true;
             *       }
             *       return false;
             *   }
             * - As you might be able to guess, only Iron Broadswords can be placed into this item slot.
             *
             * UIItemSlot.DrawInItemSlot db: This is the delegate for drawing the background of the item. Sorry for the bad naming.
             * If null, the default inventory background sprite is drawn at a size of 52 x 52.
             * - Again, this a delegate formed like so:
             * delegate(SpriteBatch spriteBatch, UIItemSlot itemSlot) { //code } *
             *
             * UIItemSlot.DrawInItemSlot di: This is the delegate for drawing the item. I recommend that you leave this as null.
             * If null, it draws the item in the middle of the Item Slot. Hence why I said you may want  to leave it null, for the
             * sake of simplifying your day/night :)
             * Form the delegate the same as above! *
             *
             * UIItemSlot.DrawInItemSlot pdi: This is the delegate for doing things after the item is drawn. This can be text, textures,
             * etc.
             * The delegate is again, formed the same as above! *
             *
             * bool drawAsNormalItemSlot: This bool decides whether or not the item slot is drawn like the same ones in your inventory.
             * This means that if it draws on your screen when not in your inventory, it will scale when you open your inventory. There
             * is no practical fix to this.
             *
             * int contextForItemSlot: This int is the context to be used in ItemSlot.Draw. You can explore what each of these contexts
             * do in the source code for Terraria, I won't explain them (though the default is for inventory).
             *
             */

            UIItemSlot itemSlot = new UIItemSlot(new Vector2(15, 15), background,
                                                 delegate(Item item)
            {
                return(false);
            });

            UIItemSlot itemSlot2 = new UIItemSlot(new Vector2(80, 15), background,
                                                  delegate(Item item)
            {
                return(false);
            });

            UIItemSlot itemSlot3 = new UIItemSlot(new Vector2(145, 15), background,
                                                  delegate(Item item)
            {
                return(false);
            });

            UIItemSlot itemSlot4 = new UIItemSlot(new Vector2(15, 80), background,
                                                  delegate(Item item)
            {
                return(false);
            });

            UIItemSlot itemSlot5 = new UIItemSlot(new Vector2(80, 80), background,
                                                  delegate(Item item)
            {
                return(false);
            });

            UIItemSlot itemSlot6 = new UIItemSlot(new Vector2(145, 80), background,
                                                  delegate(Item item)
            {
                return(false);
            });

            /*
             * Next up is the button! This button will simply close the window.
             *
             * == UIButton Constructor Parameters ==
             *
             * Vector2 pos:
             * The same as every other, the position of the button. If parent is not null, then it will be based off
             * of the position of the parent.
             *
             * Vector2 size:
             * Again, the same as every other, the size of the button.
             *
             * Action function:
             * This delegate is what happens when the button is pressed.
             * - The delegate is formed like so:
             * delegate() { //code }
             *
             * UIObject parent:
             * The parent of the button. The position is based off of the parent object's position.
             *
             * Texture2D texture:
             * The texture of the button. If the texture is null, then a rectangle with a border of width 1 is drawn.
             *
             */

            UIButton closeButton = new UIButton(new Vector2(195, 5), new Vector2(15, 15), delegate()
            {
                Autohammer.ExampleUIOpen = false;
            }, background);

            UIButton hammerToggle = new UIButton(new Vector2(95, 145), new Vector2(15, 15), delegate()
            {
                Autohammer.ExampleUIOpen = false;
            }, background);

            /*
             *
             * The next object is UITextBox! This is one is pretty simple, as everything else is handled in the textbox!
             * You can create a button to interact with this textbox too, which is pretty sweet :D
             *
             * == UITextBox Constructor Parameters ==
             *
             * Vector2 pos:
             * Blah blah you know what this is.
             *
             * Vector2 size:
             * Again, you know what this is. :D
             *
             * SpriteFont font:
             * The font that is displayed on the textbox.
             *
             * UIObject parent:
             * Again, you know what this one does if you read all of the above.
             *
             * This one is much simpler. :P
             *
             */

            /*
             *
             * Finally, the last object to add is a label!
             *
             * == UILabel Constructor Parameters ==
             *
             * Vector2 pos:
             * The same as every other. Getting sick of writing this now D:
             *
             * SpriteFont font:
             * The font to use. You can use the fonts built into Terraria or use your own, though using your own is more complicated.
             * I will make a tutorial soon about how to do this (it may already be done, you should check :P).
             *
             * Vector2 size:
             * The size of the label. The height doesn't really make a difference, but the width does. The text is wrapped to fit the
             * width, sort of like the text formatting "Justified" :)
             *
             * Color color:
             * I can't decide how to spell colour. I switch between both color and colour. Forgive me.
             * This is the colour of the text. Not to be confused with the borderColour.
             *
             * Color borderColour:
             * This is the colour of the outline around the text. This can be set to transparent if you don't want a border.
             *
             * UILabel.GetText updateText:
             * This delegate is what decides what the label is. It requires you to return a string.
             * - The delegate is formed like so:
             * delegate() { //return "string"; }
             * You can use if statements etc. to decide what the label is! :D
             *
             * UIObject parent:
             * Again, the parent of the object. :|
             *
             */

            UILabel labelOn = new UILabel(new Vector2(53, 140), Main.fontMouseText, new Vector2(430, 50), new Color(255, 255, 255), new Color(15, 15, 15), delegate()
            {
                return("On");
                //I recommend that you do labels last, so that you can interact with the rest of your UI elements! :D
            }, background);
            UILabel labelOff = new UILabel(new Vector2(120, 143), Main.fontMouseText, new Vector2(430, 50), new Color(255, 255, 255), new Color(15, 15, 15), delegate()
            {
                return("Off");
            }, background);

            //Add to the children of the base panel object, in my case, background. In order from top to bottom, the UIObjects will be drawn!
            background.children.Add(itemSlot); //drawn first
            background.children.Add(itemSlot2);
            background.children.Add(itemSlot3);
            background.children.Add(itemSlot4);
            background.children.Add(itemSlot5);
            background.children.Add(itemSlot6);
            background.children.Add(hammerToggle);
            background.children.Add(closeButton);
            background.children.Add(labelOn);
            background.children.Add(labelOff); //drawn last

            this.obj = background;             //The UIPanel we created is now set as this windows main object. This will be used in the drawing.
        }