public GuiScrollableCollection(string text, Vector2 size, Vector2 position, int viewableItems, float itemHeight, float itemWidth) : base(text, size, position) { _collection = new List <GuiDrawable>(); _viewableItems = viewableItems; ItemSize = new Vector2( itemWidth, itemHeight ); _scrollable = new GuiScrollable( new Vector2( SCROLL_WIDTH, _viewableItems * (itemHeight + MARGIN) ), new Vector2( Rectangle.Right, Rectangle.Top ), 1 ); _currentPage = 0; _pageBeginning = _viewableItems * _currentPage; _pageEnding = _pageBeginning + _viewableItems; }
/// <summary> /// /// </summary> /// <param name="viewableArea"></param> public GuiScrollableCollection(string text, Vector2 size, Vector2 position, int viewableItems, float itemHeight, float itemWidth) : base(text, size, position) { _collection = new List<GuiDrawable>(); _viewableItems = viewableItems; ItemSize = new Vector2( itemWidth, itemHeight ); _scrollable = new GuiScrollable( new Vector2( SCROLL_WIDTH, _viewableItems * (itemHeight + MARGIN) ), new Vector2( Rectangle.Right, Rectangle.Top ), 1 ); _currentPage = 0; _pageBeginning = _viewableItems * _currentPage; _pageEnding = _pageBeginning + _viewableItems; }
/// <summary> /// Initialize a new instance of the ExerciseScreen class. /// </summary> /// <param name="game">The related game object.</param> /// <param name="viewableArea">The desired canvas size to draw on.</param> /// <param name="startingState">The desired starting Screen State</param> public SensorTileEditScreen(Game game, Rectangle viewableArea, ScreenState startingState) : base(game) { _timeStamp = double.MinValue; ScreenState = startingState; _viewableArea = viewableArea; Title = "Sensor Setup"; _colorStream = new ColorStreamRenderer(game); #region Laying out the positions Vector2 modalSize = new Vector2(512, 384); _inputBoxDestination = new Rectangle( (_viewableArea.Width / 2) - ((int)modalSize.X / 2), (_viewableArea.Height / 2) - ((int)modalSize.Y / 2), (int)modalSize.X, (int)modalSize.Y ); Vector2 buttonSize = new Vector2(121f, 60f); Vector2 buttonBottom = new Vector2( _inputBoxDestination.Right - buttonSize.X - MARGIN, _inputBoxDestination.Bottom - buttonSize.Y); List <GuiDrawable> _buttonList = new List <GuiDrawable>(); _buttonList.Add( new GuiButton("Submit", buttonSize, buttonBottom )); _colorStreamSize = new Vector2( (float)((modalSize.X / 2) - (2 * MARGIN)), (float)((modalSize.Y / 2)) ); _colorStreamPosition = new Vector2( (float)(_inputBoxDestination.Left + MARGIN), (float)(_inputBoxDestination.Bottom - _colorStreamSize.Y - MARGIN - buttonSize.Y) ); _scrollable = new GuiScrollable( new Vector2( SCROLL_WIDTH, _colorStreamSize.Y ), new Vector2( _inputBoxDestination.Right - SCROLL_WIDTH - (2 * MARGIN), _colorStreamPosition.Y ), @"UI\Slider" ); #endregion _guiDrawable = _buttonList.ToArray(); _isInitialized = false; }
/// <summary> /// Initialize a new instance of the ExerciseScreen class. /// </summary> /// <param name="game">The related game object.</param> /// <param name="viewableArea">The desired canvas size to draw on.</param> /// <param name="startingState">The desired starting Screen State</param> public SensorTileEditScreen(Game game, Rectangle viewableArea, ScreenState startingState) : base(game) { _timeStamp = double.MinValue; ScreenState = startingState; _viewableArea = viewableArea; Title = "Sensor Setup"; colorStream = new ColorStreamRenderer(game); #region Laying out the positions Vector2 modalSize = new Vector2(512, 384); _inputBoxDestination = new Rectangle( (_viewableArea.Width / 2) - ((int)modalSize.X / 2), (_viewableArea.Height / 2) - ((int)modalSize.Y / 2), (int)modalSize.X, (int)modalSize.Y ); Vector2 buttonSize = new Vector2(121f, 60f); Vector2 buttonBottom = new Vector2( _inputBoxDestination.Right - buttonSize.X - MARGIN, _inputBoxDestination.Bottom - buttonSize.Y); List<GuiDrawable> _buttonList = new List<GuiDrawable>(); _buttonList.Add( new GuiButton("Submit", buttonSize, buttonBottom )); colorStreamSize = new Vector2( (float)((modalSize.X / 2) - (2 * MARGIN)), (float)((modalSize.Y / 2)) ); colorStreamPosition = new Vector2( (float)(_inputBoxDestination.Left + MARGIN), (float)(_inputBoxDestination.Bottom - colorStreamSize.Y - MARGIN - buttonSize.Y) ); _scrollable = new GuiScrollable( new Vector2( SCROLL_WIDTH, colorStreamSize.Y ), new Vector2( _inputBoxDestination.Right - SCROLL_WIDTH - (2 * MARGIN), colorStreamPosition.Y ), @"UI\Slider" ); #endregion _guiDrawable = _buttonList.ToArray(); _isInitialized = false; }