/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load <SpriteFont>("Arial"); whiteTexture = Content.Load <Texture2D>("white"); pointerTexture = Content.Load <Texture2D>("pointer"); runningTexture = Content.Load <Texture2D>("running"); breakpointTexture = Content.Load <Texture2D>("breakpoint"); runTexture = Content.Load <Texture2D>("run"); stepInTexture = Content.Load <Texture2D>("stepin"); stepOverTexture = Content.Load <Texture2D>("stepover"); stepOutTexture = Content.Load <Texture2D>("stepout"); restartTexture = Content.Load <Texture2D>("restart"); pinheadTexture = Content.Load <Texture2D>("pinhead"); ui = new UIContainer(); UIButtonStyle defaultButtonStyle = UIButton.GetDefaultStyle(Content); ui.Add(new UIButton("Run (F5)", runTexture, new Rectangle(100, 650, 120, 40), defaultButtonStyle, DoRun)); ui.Add(new UIButton("Step In (F11)", stepInTexture, new Rectangle(240, 650, 120, 40), defaultButtonStyle, DoStepIn)); ui.Add(new UIButton("Step Over (F10)", stepOverTexture, new Rectangle(380, 650, 120, 40), defaultButtonStyle, DoStepOver)); ui.Add(new UIButton("Step Out (^F11)", stepOutTexture, new Rectangle(520, 650, 120, 40), defaultButtonStyle, DoStepOut)); ui.Add(new UIButton("Restart", restartTexture, new Rectangle(660, 650, 120, 40), defaultButtonStyle, DoRestart)); DoRestart(); }
void slot_Clicked() { isOpen = !isOpen; if (weaponSlotStyle == null) { weaponSlotStyle = new UIButtonStyle( new UIButtonAppearance(Game1.font, Color.White, TextureCache.castIronButton, Color.White, new Vector2(25, 0)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.castIronButton_hover, Color.White, new Vector2(25, 0)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.castIronButton_pressed, Color.White, new Vector2(25, 1)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.castIronButton, Color.White, new Vector2(25, 0)) ); } const int BUTTONHEIGHT = 50; dropDown.Clear(); Vector2 nextSelectablePos = new Vector2(frame.X, frame.Y - BUTTONHEIGHT * (availableWeapons.Count() - 1)); foreach (Weapon w in availableWeapons) { if (w != slot.weapon) { dropDown.Add(new UIWeaponSelectable(w, new Rectangle((int)nextSelectablePos.X, (int)nextSelectablePos.Y, 175, BUTTONHEIGHT), weaponSlotStyle, button_SelectWeapon)); nextSelectablePos.Y += BUTTONHEIGHT; } } }
public UIButton(IRenderConfiguration setRenderConfig, string setText, SpriteFont setFont, UIButtonStyle setButtonStyle = UIButtonStyle.None) : base(setRenderConfig, setText, setFont) { Padding = 5; ButtonStyle = setButtonStyle; isPressed = false; BorderColor = Color.Black; BorderWidth = 1; Focusable = true; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. font = Content.Load <SpriteFont>("Arial"); JSONTable settings = new JSONTable("Settings.json"); spriteBatch = new SpriteBatch(GraphicsDevice); TextureCache.Load(Content); inventory = new Inventory(); buttonStyle = UIButton.GetDefaultStyle(Content); worldLevel = new WorldLevel(settings.getJSON("cities")); platformLevel = new PlatformLevel(); currentScreen = worldLevel.tutorialCity.cityLevel; splashes = new SplashManager(); }
public PlatformLevel() { //InitObjects(); ui = new UIContainer(); ui.Add(new UIButton("Reset", new Rectangle(610, 30, 100, 50), Game1.buttonStyle, button_Reset)); ui.Add(new UIButton("Cancel", new Rectangle(610, 90, 100, 50), Game1.buttonStyle, button_Cancel)); saveButton = new UIButton("Save", new Rectangle(10, 302, 100, 40), Game1.buttonStyle, button_Save); ui.Add(saveButton); weaponSlots = new UIContainer(); ui.Add(weaponSlots); weaponButtonStyle = new UIButtonStyle( new UIButtonAppearance(Game1.font, Color.White, TextureCache.steelButton, Color.White, new Vector2(20, 0)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.steelButton_hover, Color.White, new Vector2(20, 0)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.steelButton_pressed, Color.White, new Vector2(20, 1)), new UIButtonAppearance(Game1.font, Color.White, TextureCache.steelButton, Color.White, new Vector2(20, 0)) ); }
void Init() { ui = new UIContainer(); mode = CentrifugeMode.TurnRight; if (inputSignature != null) { UpdateOutputSignature(); } UIButtonStyle centrifuge_button = new UIButtonStyle(new UIButtonAppearance(Game1.font, Color.Black, new RichImage(TextureCache.centrifuge_button_highlight), Color.Black, new Vector2(1, 0)), new UIButtonAppearance(Game1.font, Color.Black, new RichImage(TextureCache.centrifuge_button_highlight), Color.Yellow, new Vector2(1, 0)), new UIButtonAppearance(Game1.font, Color.Black, new RichImage(TextureCache.centrifuge_button_highlight), Color.Orange, new Vector2(1, 0)), new UIButtonAppearance(Game1.font, Color.Black, new RichImage(TextureCache.centrifuge_button_highlight), Color.Black, new Vector2(1, 0))); ui.Add(new UIButton("", TextureCache.turnLeft, new Rectangle(-4, 42, 18, 18), centrifuge_button, button_SelectTurnLeft)); ui.Add(new UIButton("", TextureCache.turn180, new Rectangle(14, 42, 18, 18), centrifuge_button, button_SelectTurn180)); ui.Add(new UIButton("", TextureCache.turnRight, new Rectangle(33, 42, 18, 18), centrifuge_button, button_SelectTurnRight)); SetPipeSocket(new Vector2(24, 13), 1); AddOutputPipe(new Vector2(14, 44)); unlimitedPipes = true; }
public void RenderMenu(UIButtonStyle butStyle, Point topLeft, int maxHeight, int maxWidth, string[] menuItems, int selectedItem) { menuBack.X = topLeft.X; menuBack.Y = topLeft.Y; menuBack.Width = maxWidth; menuBack.Height = maxHeight; Rock.SpriteBatch.Draw(blank, menuBack, DefaultMenuBackColor); int bWidth = maxWidth - 10; int bHeight = 28; buttonBack.Width = bWidth; buttonBack.Height = bHeight; buttonBack.X = menuBack.X + 5; for (int i = 0; i < menuItems.Length; i++) { buttonBack.Y = menuBack.Y + 5 + (28 + 5) * i; if (i == selectedItem) { RenderButton(butStyle, menuItems[i], buttonBack, UIButtonState.Hovering); } else { RenderButton(butStyle, menuItems[i], buttonBack, UIButtonState.Normal); } } }
public void RenderButton(UIButtonStyle style, string text, Rectangle position, UIButtonState state) { //TODO: UI Styles Rock.SpriteBatch.Draw(blank, position, (state == UIButtonState.Hovering ? DefaultHoverColor : DefaultNormalColor)); var stringSize = font.MeasureString(text); Rock.SpriteBatch.DrawString(font, text, new Vector2(position.X + position.Width / 2 - stringSize.X / 2, position.Y + position.Height / 2 - stringSize.Y / 2), DefaultTextColor); }
public void RenderButton(UIButtonStyle style, string text, Rectangle position) { if (Hovering(position)) { RenderButton(style, text, position, UIButtonState.Hovering); } else { RenderButton(style, text, position, UIButtonState.Normal); } }
public UIWeaponSlot(Inventory.WeaponSlot slot, List <Weapon> availableWeapons, Texture2D buttonIcon, Rectangle frame, UIButtonStyle style) : base("", frame, style, null) { onPress = slot_Clicked; this.slot = slot; this.buttonIcon = buttonIcon; this.availableWeapons = availableWeapons; }
public UIWeaponSelectable(Weapon weapon, Rectangle frame, UIButtonStyle style, OnWeaponDelegate onWeaponPress) : base(weapon.name, frame, style, null) { this.weapon = weapon; this.onWeaponPress = onWeaponPress; }
public UIWeaponButton(Weapon weapon, Inventory.WeaponSlot lmbSlot, Inventory.WeaponSlot rmbSlot, Rectangle frame, UIButtonStyle style) : base("", frame, style, null) { this.weapon = weapon; this.lmbSlot = lmbSlot; this.rmbSlot = rmbSlot; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here data = new JSONTable("Content/data.json"); mouseOverGlow = new RichImage(data.getJSON("mouseOverGlow"), Content); cardFrame = new RichImage(data.getJSON("cardFrame"), Content); whiteFrame = new RichImage(data.getJSON("whiteFrame"), Content); blueFrame = new RichImage(data.getJSON("blueFrame"), Content); blackFrame = new RichImage(data.getJSON("blackFrame"), Content); redFrame = new RichImage(data.getJSON("redFrame"), Content); greenFrame = new RichImage(data.getJSON("greenFrame"), Content); goldFrame = new RichImage(data.getJSON("goldFrame"), Content); font = Content.Load <SpriteFont>("Arial"); shieldbg = Content.Load <Texture2D>("shieldbg"); powerbg = Content.Load <Texture2D>("powerbg"); woundbg = Content.Load <Texture2D>("woundbg"); tappedicon = Content.Load <Texture2D>("tapped"); abilityHighlight = Content.Load <Texture2D>("abilityHighlight"); targetArrow = Content.Load <Texture2D>("targetArrow"); targetBeam = Content.Load <Texture2D>("targetBeam"); badTargetArrow = Content.Load <Texture2D>("badTargetArrow"); badTargetBeam = Content.Load <Texture2D>("badTargetBeam"); attackBeam = Content.Load <Texture2D>("attackBeam"); resourceTextures = new Texture2D[] { Content.Load <Texture2D>("total_resources"), Content.Load <Texture2D>("white_hats"), Content.Load <Texture2D>("blue_science"), Content.Load <Texture2D>("black_hats"), Content.Load <Texture2D>("red_munitions"), Content.Load <Texture2D>("green_seeds"), }; ui = new UIContainer(); self = new ConvergePlayer(data.getJSON("self"), Content); opponent = new ConvergePlayer(data.getJSON("opponent"), Content); self.opponent = opponent; opponent.opponent = self; ui.Add(new ConvergeUIObject(self.homeBase)); ui.Add(new ConvergeUIObject(opponent.homeBase)); UIButtonStyle defaultStyle = UIButton.GetDefaultStyle(Content); endTurnButton = new UIButton("End Turn", new Rectangle(600, 400, 80, 40), defaultStyle, EndTurn_action, uiActions); ui.Add(endTurnButton); UIButton newHandButton = new UIButton("Cheat:New Hand", new Rectangle(600, 300, 80, 40), defaultStyle, NewHand_action, uiActions); ui.Add(newHandButton); JSONTable allCardsTemplate = data.getJSON("cards"); foreach (string cardName in allCardsTemplate.Keys) { ConvergeCardSpec newSpec = new ConvergeCardSpec(); ConvergeCardSpec.allCards.Add(cardName, newSpec); newSpec.Init(allCardsTemplate.getJSON(cardName), Content); } foreach (string cardName in data.getArray("mydeck").asStrings()) { //ConvergeObject handCard = new ConvergeObject(ConvergeCardSpec.allCards[cardName], self.laboratory); //ui.Add(new ConvergeUIObject(handCard)); } foreach (string cardName in data.getArray("oppdeck").asStrings()) { //ConvergeObject handCard = new ConvergeObject(ConvergeCardSpec.allCards[cardName], opponent.laboratory); //ui.Add(new ConvergeUIObject(handCard)); } UpdateZoneChanges(); self.BeginGame(); opponent.BeginGame(); activePlayer = self; self.BeginMyTurn(); opponent.numLandsPlayed = 1; // can't play a land in your first response phase }
public UIBuyButton(string label, int price, Rectangle frame, UIButtonStyle style, OnPressDelegate onPress) : base(label, frame, style, onPress) { this.baseLabel = label; this.price = price; }