public void Recalculate() { _scrollWheelState = Mouse.GetState().ScrollWheelValue; if (_currentState != null) { _currentState.Recalculate(); } }
public void Draw(SpriteBatch spriteBatch, GameTime time) { Use(); if (_currentState != null) { if (_isStateDirty) { _currentState.Recalculate(); _isStateDirty = false; } _currentState.Draw(spriteBatch); } }
public void SetState(UIState state) { if (state == _currentState) { return; } if (state != null) { AddToHistory(state); } if (_currentState != null) { if (_lastElementHover != null) { _lastElementHover.MouseOut(new UIMouseEvent(_lastElementHover, MousePosition)); } _currentState.Deactivate(); } _currentState = state; ResetState(); if (state != null) { _isStateDirty = true; state.Activate(); state.Recalculate(); } }
public void SetState(UIState state) { AddToHistory(state); if (_currentState != null) { _currentState.Deactivate(); } _currentState = state; ResetState(); if (state != null) { state.Activate(); state.Recalculate(); } }
public void SetState(UIState state) { this.AddToHistory(state); if (this._currentState != null) { this._currentState.Deactivate(); } this._currentState = state; this.ResetState(); if (state == null) { return; } state.Activate(); state.Recalculate(); }
public void SetState(UIState state) { this.AddToHistory(state); if (this._currentState != null) { this._currentState.Deactivate(); } this._currentState = state; this.ResetState(); if (state != null) { state.Activate(); state.Recalculate(); } }