/// <summary> /// The constructor for this selector. /// </summary> public ScreenTextureSelector(Engine engine, Screen screen) : base(screen) { // Adds the page forward and back buttons to the screen. int _buttonHeight = screen.GetTotalElementHeight(); ScreenButton _but = new ScreenButton(screen, "Back", "<", engine.FontMain); _but.Position.X = Screen.boarderSize; _but.Size.X = 32; _but.Position.Y = _buttonHeight; screen.ElementList.Add(_but); _but = new ScreenButton(screen, "Forward", ">", engine.FontMain); _but.Position.X = Screen.boarderSize + 32 + Screen.boarderSize; _but.Size.X = 32; _but.Position.Y = _buttonHeight; screen.ElementList.Add(_but); // Creates a new input field and adds it to the screen. this.InputField = new ScreenInput(screen, engine.FontMain); screen.AddElement(InputField); // Resizes and places the bread and butter of this element. this.Position.Y = screen.GetTotalElementHeight(); this.Size.Y = 128; // Determines the max rows and columns that will fit. this.PrevMaximumColumns = (int)Math.Floor(Size.X / TilePreviewSize); this.PrevMaximumRows = (int)Math.Floor(Size.Y / TilePreviewSize); // Creates new lists to display. FilterTiles(engine); }
public Element(Screen owner, Container container, int depth, bool multiclick = false) { Screen = owner; Screen.AddElement(this); ID = latestID++; this.multiClick = multiclick; this._Depth = depth; this.Container = container; Container.Initialize(this); Container.UpdateRequired += () => IsDirty = true; }