/// <summary> /// Create an InterfaceObject using specified width and height /// </summary> public GameInterfaceObject(GameInterface gameInterface, Texture2D texture, bool initiallyOpen, int width, int height) { PreConstruct(gameInterface, texture, initiallyOpen); _rectangle.Width = width; _rectangle.Height = height; PostConstruct(); }
/// <summary> /// Creates a GameScreen which handles gameplay /// </summary> public GameScreen(ScreenHandler screenHandler) : base(screenHandler) { // ---------- Create ContentLibrary ---------- _contentLibrary = new ContentLibrary(Content); // ---------- Create GameLevel ---------- _gameLevel = new GameLevel(this, "poopies"); //_gameLevel = new GameLevel(this, 40, 40, 1); // ---------- Create GameInterface ---------- _gameInterface = new GameInterface(this); }
public GI_Label(GameInterface gameInterface, Texture2D texture, GI_WindowCell cell, string text, GI_WindowCellObj obj) : base(gameInterface, texture, obj.Width, obj.Height, obj.Left, obj.Top, cell) { _obj = obj; _textPosition = Vector2.Zero; Text = text; // ---------- Hook up events ---------- _obj.PositionChanged += delegate() { AdjustTextPosition(); }; }
public GI_Button(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, string title) : base(gameInterface, texture, width, height, x, y) { _title = title; }
public GI_ContentButton(GameInterface gameInterface, int width, int height, int x, int y, CL_ObjType objType) : base(gameInterface, objType.Texture, width, height, x, y, objType.Texture.Name) { }
/// <summary> /// Common constructor code /// All constructors should call this method /// </summary> private void Construct(GameInterface gameInterface, Texture2D texture, int width, int height) { _gameInterface = gameInterface; _texture = texture; _rectangle.Width = width; _rectangle.Height = height; _hovering = false; Visible = true; }
/// <summary> /// Create a new GI_Obj with specified size and position /// </summary> public GI_Obj(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y) { Construct(gameInterface, texture, width, height); _rectangle.X = x; _rectangle.Y = y; }
/// <summary> /// Common constructor code /// All constructors should call this function at their beginning /// </summary> /// <param name="gameInterface">GameInterface containing this object</param> /// <param name="texture">This InterfaceObject's draw texture</param> private void PreConstruct(GameInterface gameInterface, Texture2D texture, bool initiallyOpen) { _gameInterface = gameInterface; _texture = texture; Visible = initiallyOpen; if (initiallyOpen) _currentFadeFrame = _gameInterface.FadeTotalFrames; }
/// <summary> /// Create a DropdownMenu which spans across the top of the screen /// Specify width and height from supplied GameInterface /// </summary> /// <param name="gameInterface">GameInterface containing this DropdownMenu</param> /// <param name="texture">Texture to apply</param> public GI_DropdownMenu(GameInterface gameInterface, Texture2D texture, bool initiallyVisible = true) : base(gameInterface, texture, gameInterface.Screen.GraphicsDevice.Viewport.Width, gameInterface.DropdownButtonHeight, 0, 0, initiallyVisible) { Construct(); }
public GI_WindowCellObj(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, GI_WindowCell cell) : base(gameInterface, texture, width, height, x, y) { cell.AddObject(this); cell.Window.Closed += Close; Closed += delegate() { // TODO: Add closing event code here }; }
private GI_Window _window; // Window containing this cell #endregion Fields #region Constructors public GI_WindowCell(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, GI_Window window) : base(gameInterface, texture, width, height, x, y, true) { _window = window; _viewPosition = Vector2.Zero; _split = false; // ---------- Hook up events ---------- PositionChanged += delegate() { if (_split) { _childCell1.Position = Position; Vector2 relativePosition = _childCell2.Position - _previousPosition; _childCell2.Position = Position + relativePosition; } }; }
/// <summary> /// Create a new window /// </summary> /// <param name="gameInterface"></param> public GI_Window(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, string title) : base(gameInterface, texture, width, height, x, y, false) { Construct(title); }
/// <summary> /// Create a new text field with a label /// </summary> public GI_TextField(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, GI_WindowCell cell, string labelText) : base(gameInterface, texture, width, height, x, y, cell) { Construct(); GI_Label label = new GI_Label(gameInterface, texture, cell, labelText, this); }
/// <summary> /// Create a new text field /// </summary> public GI_TextField(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, GI_WindowCell cell) : base(gameInterface, texture, width, height, x, y, cell) { Construct(); }
public GI_DropdownSubmenu(GameInterface gameInterface, Texture2D texture) : base(gameInterface, texture, gameInterface.DropdownButtonWidth, gameInterface.DropdownButtonHeight, false) { PositionChanged += delegate() { for (int i = 0; i < _objs.Count; i++) { GI_Obj currObj = _objs[i]; currObj.Position = new Vector2( Left, Top + (i * gameInterface.DropdownButtonHeight)); } }; }
public GI_DropdownButton(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, string title) : base(gameInterface, texture, width, height, x, y, title) { }
private string _windowTitle; // This window's title #endregion Fields #region Constructors public GameInterfaceWindow(GameInterface gameInterface, Texture2D texture, bool initiallyOpen, string windowTitle) : base(gameInterface, texture, initiallyOpen) { _windowTitle = windowTitle; }
/// <summary> /// Creates a DropdownMenu which spans across the top of the screen /// Specify width and height manually /// </summary> /// <param name="gameInterface">GameInterface containing this DropdownMenu</param> /// <param name="texture">Texture to apply</param> /// <param name="width">Width of this menu</param> /// <param name="height">Height of this menu</param> public GI_DropdownMenu(GameInterface gameInterface, Texture2D texture, int width, int height, bool initiallyVisible = true) : base(gameInterface, texture, width, height, initiallyVisible) { Construct(); }
/// <summary> /// Create a new GI_Container with specified size and position /// </summary> public GI_Container(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, bool visible) : base(gameInterface, texture, width, height, x, y) { Construct(visible); }
/// <summary> /// Create a new GI_Obj with specified size /// </summary> public GI_Obj(GameInterface gameInterface, Texture2D texture, int width, int height) { Construct(gameInterface, texture, width, height); }
public GI_WindowComponent(GameInterface gameInterface, Texture2D texture, int width, int height, int x, int y, GI_Window window) : base(gameInterface, texture, width, height, x, y) { _window = window; }