Exemplo n.º 1
0
        /// <summary>
        /// Constructs a new instance of the <see cref="GUIElement"/> class.
        /// </summary>
        /// <param name="image">The texture of this GUI element.</param>
        /// <param name="drawingBounds">The bounds for which to draw the texture on the screen at.</param>
        /// <param name="priority">Determines if this GUI element should have priority over other GUI elements when sorting through input.</param>
        public GUIElement(string image, Rectangle drawingBounds, int priority, string font)
        {
            this.DrawingBounds = drawingBounds;
            this.MouseBounds   = new ClickBounds(drawingBounds, priority);
            BoundHandler.AddGUIElement(this);
            this.Image = AssetManager.Textures[AssetManager.GetTextureIndex(image)];

            if (font != null && font != string.Empty)
            {
                this.Font = Game1.AssetManager.Load <SpriteFont>(font);
            }
        }
Exemplo n.º 2
0
        /// <param name="drawingBounds">The bounds for which to draw the texture on the screen at.</param>
        /// <param name="priority">Determines if this GUI element should have priority over other GUI elements when sorting through input.</param>
        /// <param name="isContained">If true, this GUI element is within a container.</param>
        protected GUIElement(Rectangle drawingBounds, int priority, bool isContained, string font)
        {
            this.DrawingBounds = drawingBounds;
            this.MouseBounds   = new ClickBounds(drawingBounds, priority);

            if (!isContained)
            {
                BoundHandler.AddGUIElement(this);
            }

            if (font != null && font != string.Empty)
            {
                this.Font = Game1.AssetManager.Load <SpriteFont>(font);
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Initializes a new GUIElement to draw onto the screen.
        /// </summary>
        /// <param name="drawingBounds">The bounds for which to draw the texture on the screen at.</param>
        /// <param name="priority">Determines if this GUI element should have priority over other GUI elements when sorting through input.</param>
        /// <param name="isContained">If true, this GUI element is within a container.</param>
        /// <param name="font">The Name of the font to use</param>
        protected GUIElement(Rectangle drawingBounds, int priority, bool isContained, string font)
        {
            this.DrawingBounds = drawingBounds;
            this.MouseBounds   = new ClickBounds(drawingBounds, priority);

            if (!isContained)
            {
                BoundHandler.AddGUIElement(this);
            }

            if (!string.IsNullOrWhiteSpace(font))
            {
                this.Font = RenderingData.AssetManagerClone.Load <SpriteFont>(font);
            }
        }