SetText() public method

public SetText ( string unpressedText, string PressedText ) : void
unpressedText string
PressedText string
return void
        public TextureCoordinatesSelectionWindow() : 
            base(GuiManager.Cursor)
        {
            // Victor says:  This class USED to
            // add itself to the GuiManager.  This
            // is no longer recommended as it makes
            // windows not as reusable.  Therefore, I
            // removed the automatic adding to the GuiManager.
            // This might break your code if you're using this,
            // so if your TextureCoordinatesSelectionWindow isn't
            // showing up, you might want to make sure you're adding
            // it to the GuiManager.

            #region Create "this" and add it to the GuiManager
            HasMoveBar = true;
            ScaleY = 12.5f;
            ScaleX = 11.4f;

            Resizable = true;
            MinimumScaleX = ScaleX;
            MinimumScaleY = ScaleY;

            this.Resizing += OnWindowResize;
            #endregion

            #region Create the texture display area

            mTextureDisplayArea = new Window(mCursor);
            AddWindow(mTextureDisplayArea);

            mTextureDisplayArea.DrawBorders = false;
            mTextureDisplayArea.Push += OnWindowPush;
            mTextureDisplayArea.Dragging += OnWindowDrag;
            mTextureDisplayArea.Click += OnWindowClick;
            mTextureDisplayArea.RollingOver += this.OnRollOver;
            mTextureDisplayArea.DoubleClick += OnWindowDoubleClick;

            mTextureDisplayArea.MouseWheelScroll += MouseWheelZoom;

            mTextureDisplayArea.SecondaryClick += RightClickMenu;

            #endregion

            mSelectedArea = new Window(mCursor);
            mTextureDisplayArea.AddWindow(mSelectedArea);
            mSelectedArea.ScaleX = 3;
            mSelectedArea.ScaleY = 3;
            mSelectedArea.BaseTexture = 
                FlatRedBallServices.Load<Texture2D>("genGfx/targetBox.bmp", GuiManager.InternalGuiContentManagerName);
            mSelectedArea.Enabled = false; // so it doesn't block input from the this (the parent Window)
            mSelectedArea.DrawBorders = false;
            mSelectedArea.Alpha = 127;

            mAddToListButton = new Button(mCursor);
            AddWindow(mAddToListButton);
            mAddToListButton.Text = "Add To List";
            mAddToListButton.Visible = false;

            #region Pixel Perfect ToggleButton and ComboBoxes

            mPixelPerfect = new ToggleButton(mCursor);
            AddWindow(mPixelPerfect);

            mPixelPerfect.ScaleX = 5;
            mPixelPerfect.SetText("Free", "Snapping");
            mPixelPerfect.Press();
            mPixelPerfect.Click += PixelPerfectClick;

            mMinimumXSelection = new ComboBox(mCursor);
            AddWindow(mMinimumXSelection);
            mMinimumXSelection.ScaleX = 3;
            mMinimumXSelection.AddItem("1");
            mMinimumXSelection.AddItem("4");
            mMinimumXSelection.AddItem("8");
            mMinimumXSelection.AddItem("16");
            mMinimumXSelection.AddItem("32");
            mMinimumXSelection.Text = "1";

            mMinimumYSelection = new ComboBox(mCursor);
            AddWindow(mMinimumYSelection);
            mMinimumYSelection.ScaleX = 3;
            mMinimumYSelection.AddItem("1");
            mMinimumYSelection.AddItem("4");
            mMinimumYSelection.AddItem("8");
            mMinimumYSelection.AddItem("16");
            mMinimumYSelection.AddItem("32");
            mMinimumYSelection.Text = "1";

            #endregion

            #region Create the ScrollBars
            mVerticalScrollBar = new ScrollBar(mCursor);
            AddWindow(mVerticalScrollBar);
            mVerticalScrollBar.UpButtonClick += AdjustToVerticalScrollBar;
            mVerticalScrollBar.DownButtonClick += AdjustToVerticalScrollBar;
            mVerticalScrollBar.PositionBarMove += AdjustToVerticalScrollBar;

            mHorizontalScrollBar = new ScrollBar(mCursor);
            AddWindow(mHorizontalScrollBar);
            mHorizontalScrollBar.UpButtonClick += AdjustToVerticalScrollBar;
            mHorizontalScrollBar.DownButtonClick += AdjustToVerticalScrollBar;
            mHorizontalScrollBar.PositionBarMove += AdjustToVerticalScrollBar;
            mHorizontalScrollBar.Alignment = ScrollBar.ScrollBarAlignment.Horizontal;
            mHorizontalScrollBar.ScaleY = 1;
            #endregion

            OnWindowResize(this);
        }
示例#2
0
 private static void ShowSpriteRigOptionsFileWindow(Window callingWindow)
 {
     FileWindow tempFileWindow = GuiManager.AddFileWindow();
     tempFileWindow.Filter = "XML SpriteRig (*.srgx)|*.srgx";
     tempFileWindow.CurrentFileType = "srgx";
     tempFileWindow.SetToSave();
     tempFileWindow.OkClick += new GuiMessage(saveSpriteRig);
     ToggleButton relativeToggle = new ToggleButton(GuiManager.Cursor);
     tempFileWindow.AddWindow(relativeToggle);
     relativeToggle.Name = "scnRelativeAssets";
     relativeToggle.SetText("Not .scn-relative assets", ".scn-relative assets");
     relativeToggle.ScaleX = 9f;
     relativeToggle.SetPositionTL(22.5f, 6.5f);
     if (mAssetsRelativeToSpriteRig)
     {
         relativeToggle.Press();
     }
     else
     {
         relativeToggle.Unpress();
     }
 }
示例#3
0
            /*
             * This is the basic constructor for the GeometryWindow. It uses ToggleButtons instead of Buttons for a functionality aspect.
             * The desire was to have a single click on the button create 1 geometric shape, and then have the button
             * reset itself to the off position. The Button class may be used, but as of August 2nd, 2008, I don't believe has the
             * support for the desired functionality - Aaron
            */
            public GeometryWindow()
                : base()
            {
                base.mName = "Geometry";
                NumberOfRows = 5;

                this.X = SpriteManager.Camera.XEdge * 2 - this.ScaleX;
                this.Y = 19.0f;

                this.ExtraSpacingBetweenSameRowButtons = .2f;

                #region Add AxisAlignedRectangle
                this.mAxisAlignedRectangleButton = AddButton(Keys.P);
                this.mAxisAlignedRectangleButton.Text = "AxisAlignedRectangle (P)";
                mAxisAlignedRectangleButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\AxisAlignedRectangle.png"), null);
                mAxisAlignedRectangleButton.Click += AddAxisAlignedRectangle;
                #endregion

                #region Add Circle
                this.mCircleButton = AddButton(Keys.O);
                this.mCircleButton.Text = "Circle (O)";
                mCircleButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\Circle.png"), null);
                mCircleButton.Click += AddCircle;
                #endregion

                #region Add Polygon (Rectangle)

                this.mRectanglePolygonButton = AddButton(Keys.I);
                this.mRectanglePolygonButton.Text = "Rectangle Polygon (I)";
                mRectanglePolygonButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\RectanglePolygon.png"), null);
                mRectanglePolygonButton.Click += AddRectanglePolygon;

                #endregion

                #region Add AxisAlignedCube

                this.mAxisAlignedCubeButton = AddButton(Keys.U);
                this.mAxisAlignedCubeButton.Text = "AxisAlignedCube (U)";
                mAxisAlignedCubeButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\AxisAlignedCube.png"), null);
                mAxisAlignedCubeButton.Click += AddAxisAlignedCube;

                #endregion

                #region Add Sphere

                this.mSphereButton = AddButton(Keys.Y);
                this.mSphereButton.Text = "Sphere (Y)";
                mSphereButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\Sphere.png"), null);
                mSphereButton.Click += AddSphere;

                #endregion

                #region Edit AxisAlignedRectangle

                mEditAxisAlignedRectangleButton = AddToggleButton();
                mEditAxisAlignedRectangleButton.SetText("Currently NOT editing Axis Aligned Rectangles", "Currently editing Axis Aligned Rectangles");
                Texture2D texture = FlatRedBallServices.Load<Texture2D>(@"Assets\UI\EditAxisAlignedRectangle.png");
                mEditAxisAlignedRectangleButton.SetOverlayTextures(
                    FlatRedBallServices.Load<Texture2D>(@"Assets\UI\NoEditAxisAlignedRectangle.png"),
                    texture
                    );
                mEditAxisAlignedRectangleButton.Press();
                #endregion

                #region Edit Circle
                mEditCircleButton = AddToggleButton();
                mEditCircleButton.SetText("Currently NOT editing Circles", "Currently editing Circles");
                texture = FlatRedBallServices.Load<Texture2D>(@"Assets\UI\EditCircle.png");
                mEditCircleButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\NoEditCircle.png"), texture);
                mEditCircleButton.Press();
                #endregion

                #region Edit Polygon
                mEditPolygonButton = AddToggleButton();
                mEditPolygonButton.SetText("Currently NOT editing Polygons", "Currently editing Polygons");
                texture = FlatRedBallServices.Load<Texture2D>(@"Assets\UI\EditPolygon.png");
                mEditPolygonButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\NoEditPolygon.png"), texture);
                mEditPolygonButton.Press();
                #endregion

                #region Edit AxisAlignedCube
                mEditAxisAlignedCubeButton = AddToggleButton();
                mEditAxisAlignedCubeButton.SetText("Currently NOT editing Axis Aligned Cubes", "Currently editing Axis Aligned Cubes");
                texture = FlatRedBallServices.Load<Texture2D>(@"Assets\UI\EditAxisAlignedCube.png");
                mEditAxisAlignedCubeButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\NoEditAxisAlignedCube.png"), texture);
                mEditAxisAlignedCubeButton.Press();
                #endregion

                #region Edit Sphere
                mEditSphereButton = AddToggleButton();
                mEditSphereButton.SetText("Currently NOT editing Spheres", "Currently editing Spheres");
                texture = FlatRedBallServices.Load<Texture2D>(@"Assets\UI\EditSphere.png");
                mEditSphereButton.SetOverlayTextures(FlatRedBallServices.Load<Texture2D>(@"Assets\UI\NoEditSphere.png"), texture);
                mEditSphereButton.Press();
                #endregion

            }
示例#4
0
        public TimeControlWindow()
            : base(GuiManager.Cursor)
        {
            GuiManager.AddWindow(this);
            SetPositionTL(11.5f, 72.6f);
            ScaleX = 11.5f;
            ScaleY = 1.95f;
            HasMoveBar = true;
            Name = "Time Controls";

            toStartButton = AddButton();
            toStartButton.SetPositionTL(1.9f, 1.9f);
            toStartButton.ScaleX = 1.5f;
            toStartButton.ScaleY = 1.5f;
            toStartButton.SetOverlayTextures(10, 1);
            toStartButton.Text = "To Start of Instruction Set";
            toStartButton.Click += new GuiMessage(ToStartPushed);

            stopButton = AddButton();
            stopButton.SetPositionTL(11.5f, 1.9f);
            stopButton.ScaleX = 1.5f;
            stopButton.ScaleY = 1.5f;
            stopButton.SetOverlayTextures(11, 1);
            stopButton.Text = "Stop";
            stopButton.Click += new GuiMessage(StopPushed);


            playButton = AddToggleButton();
            playButton.SetPositionTL(14.7f, 1.9f);
            playButton.ScaleX = 1.5f;
            playButton.ScaleY = 1.5f;
            playButton.SetOverlayTextures(9, 1);
            playButton.Text = "Play";
            playButton.Click += new GuiMessage(PlayPushed);

            mCycleButton = AddToggleButton();
            mCycleButton.SetPositionTL(17.9f, 1.9f);
            mCycleButton.ScaleX = 1.5f;
            mCycleButton.ScaleY = 1.5f;
            mCycleButton.SetOverlayTextures(8, 3);
            mCycleButton.SetText("Cycle Off", "Cycle On");


        }
示例#5
0
        public ActivityWindow()
            : base(GuiManager.Cursor)
        {
            GuiManager.AddWindow(this);
            ScaleX = 10;
            ScaleY = 6.5f;
            HasCloseButton = true;
            HasMoveBar = true;
            SetPositionTL(10, 52f);

            emitCurrent = new Button(mCursor);
            AddWindow(emitCurrent);
            emitCurrent.ScaleX = 4.8f;
            emitCurrent.SetPositionTL(ScaleX - 4.6f, 2);
            emitCurrent.ScaleY = 1f;
            emitCurrent.Text = "Emit Current";
            emitCurrent.Click += new GuiMessage(emitCurrentClick);

            emitAll = new Button(mCursor);
            AddWindow(emitAll);
            emitAll.ScaleX = 4.5f;
            emitAll.SetPositionTL(ScaleX + 5, 2);
            emitAll.ScaleY = 1f;
            emitAll.Text = "Emit All";
            emitAll.Click += new GuiMessage(emitAllClick);


            startStopCurrent = new ToggleButton(mCursor);
            AddWindow(startStopCurrent);
            startStopCurrent.ScaleX = 4.8f;
            startStopCurrent.SetText("Start Current", "Stop Current");
            startStopCurrent.SetPositionTL(ScaleX - 4.6f, 5);

            startStopAll = new ToggleButton(mCursor);
            AddWindow(startStopAll);
            startStopAll.ScaleX = 4.5f;
            startStopAll.SetText("Start All", "Stop All");
            startStopAll.SetPositionTL(ScaleX + 5, 5);

            clearAllButton = new Button(mCursor);
            AddWindow(clearAllButton);
            clearAllButton.ScaleX = 8.5f;
            clearAllButton.ScaleY = 1.5f;
            clearAllButton.SetPositionTL(ScaleX, 8);
            clearAllButton.Text = ("Clear All");
            clearAllButton.Click += new GuiMessage(clearAllButtonClick);

            numberOfSpritesDisplay = new TextDisplay(mCursor);
            AddWindow(numberOfSpritesDisplay);
            numberOfSpritesDisplay.Text = "Number of Sprites: 0";
            numberOfSpritesDisplay.SetPositionTL(ScaleX - 10, 11);
        }