private void useSizeForObject() { GUILabel s_label = new GUILabel(Game, new Vector2(10, 100), "s_label", "Dimensions : "); s_label.Initialize(); AddComponent(s_label); GUIEditBox s_width = new GUIEditBox(Game, new Vector2(100, 100), "s_width", 50, Dimensions.X.ToString()); s_width.Initialize(); AddComponent(s_width); GUIEditBox s_height = new GUIEditBox(Game, new Vector2(160, 100), "s_height", 50, Dimensions.Y.ToString()); s_height.Initialize(); AddComponent(s_height); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { base.Initialize(); // TODO: Add your initialization code here batch = new SpriteBatch(Game.GraphicsDevice); font = Game.Content.Load <SpriteFont>(@"Fonts\Console"); primBatch = new PrimitiveBatch(Game.GraphicsDevice); // Set up visible items if (numItems > Items.Count) { numItems = Items.Count; } // Initialise the buttons foreach (GUIListBoxItem lbi in Items) { lbi.Initialize(); lbi.Parent = this; if (font.MeasureString(lbi.Name).X > maxWidth) { maxWidth = font.MeasureString(lbi.Name).X; } lbi.OnMouseClick += new GUIListBoxItem.MouseClickHandler(SelectItem); } maxWidth += 20; foreach (GUIListBoxItem lbi in Items) { lbi.boxDimensions.X = maxWidth; } // And set the initial locations UpdateList(); components = new List <GUIComponent>(); // Get width of the listbox float boxHeight = (numItems - 1) * Items[0].Bounds.Height; // Display Down button DownButton = new GUIButton(Game, new Vector2(maxWidth, boxHeight + 20), new Vector2(20, 20), "down", "+"); DownButton.Initialize(); DownButton.OnMouseClick += new GUIButton.MouseClickHandler(ScrollDown); DownButton.UpdateLocation(DownButton.Location + new Vector2(Location.X, Location.Y)); components.Add(DownButton); // Display Up button UpButton = new GUIButton(Game, new Vector2(maxWidth, 20), new Vector2(20, 20), "up", "-"); UpButton.Initialize(); UpButton.OnMouseClick += new GUIButton.MouseClickHandler(ScrollUp); UpButton.UpdateLocation(UpButton.Location + new Vector2(Location.X, Location.Y)); components.Add(UpButton); // Calculate bar intervals barIntervals = ((boxHeight - 20) / Items.Count); PosBar = new GUIButton(Game, new Vector2(maxWidth, 40), new Vector2(20, barIntervals * numItems), "bar", ""); PosBar.BackgroundColor = HighlightColor; PosBar.AllowHold = true; PosBar.Initialize(); PosBar.OnMouseHold += new GUIButton.MouseClickHandler(DragScroll); PosBar.UpdateLocation(PosBar.Location + new Vector2(Location.X, Location.Y)); components.Add(PosBar); currentItem = new GUILabel(Game, new Vector2(0, 0), new Vector2(maxWidth, 20), "label", "Select ..."); currentItem.Initialize(); currentItem.BackgroundColor = Color.AntiqueWhite; currentItem.UpdateLocation(currentItem.Location + new Vector2(Location.X, Location.Y)); components.Add(currentItem); OpenCloseList = new GUIButton(Game, new Vector2(maxWidth, 0), new Vector2(20, 20), "openclose", "+"); OpenCloseList.Initialize(); OpenCloseList.OnMouseClick += new GUIButton.MouseClickHandler(OCList); OpenCloseList.UpdateLocation(OpenCloseList.Location + new Vector2(Location.X, Location.Y)); components.Add(OpenCloseList); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { base.Initialize(); GUILabel label = new GUILabel(Game, new Vector2(10, 10), "lblOpen", "Filename:"); label.Initialize(); AddComponent(label); //GUIEditBox edit = new GUIEditBox(Game, new Vector2(100, 10), "edtOpen", 300, ""); //edit.Initialize(); //AddComponent(edit); GUIButton ok = new GUIButton(Game, new Vector2(480, 50), "okbutton", "Ok"); ok.Initialize(); ok.OnMouseClick += new GUIButton.MouseClickHandler(OkMouseClick); AddComponent(ok); GUIButton cancel = new GUIButton(Game, new Vector2(520, 50), "cancelbutton", "Cancel"); cancel.Initialize(); cancel.OnMouseClick += new GUIButton.MouseClickHandler(CancelMouseClick); AddComponent(cancel); GUICheckbox isphys = new GUICheckbox(Game, new Vector2(100, 50), "isphys", "Generate Collision Mesh"); isphys.Initialize(); AddComponent(isphys); GUILabel bouncylbl = new GUILabel(Game, new Vector2(10, 90), "lblBounce", "Bounciness"); bouncylbl.Initialize(); AddComponent(bouncylbl); GUIEditBox bouncy = new GUIEditBox(Game, new Vector2(100, 90), "edtBouncy", 50, "500"); bouncy.Initialize(); AddComponent(bouncy); GUILabel frictionlbl = new GUILabel(Game, new Vector2(10, 120), "lblFriction", "Friction"); frictionlbl.Initialize(); AddComponent(frictionlbl); GUIEditBox friction = new GUIEditBox(Game, new Vector2(100, 120), "edtFriction", 50, "500"); friction.Initialize(); AddComponent(friction); // Add List Box List <GUIListBoxItem> guiListItems = new List <GUIListBoxItem>(); string[] filenames = Directory.GetFiles("Content\\LevelArt"); for (int i = 0; i < filenames.Length; i++) { string shortName = (string)filenames[i].Substring(17); guiListItems.Add(new GUIListBoxItem(Game, filenames[i], shortName)); } fileList = new GUIListBox(Game, new Vector2(100, 10), "list box", guiListItems); fileList.Initialize(); AddComponent(fileList); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { this.minimised = false; base.Initialize(); GUILabel label = new GUILabel(Game, new Vector2(10, 10), "physobjname", "Texture:"); label.Initialize(); AddComponent(label); // Use Texture List <GUIListBoxItem> guiListItems = new List <GUIListBoxItem>(); string[] filenames = Directory.GetFiles("Content\\LevelArt"); for (int i = 0; i < filenames.Length; i++) { string shortName = (string)filenames[i].Substring(17); guiListItems.Add(new GUIListBoxItem(Game, filenames[i], shortName)); } fileList = new GUIListBox(Game, new Vector2(10, 30), "list box", guiListItems); fileList.Initialize(); GUILabel weightlbl = new GUILabel(Game, new Vector2(10, 60), "lblMass", "Mass"); weightlbl.Initialize(); AddComponent(weightlbl); GUIEditBox weight = new GUIEditBox(Game, new Vector2(100, 60), "edtMass", 50, "10"); weight.Initialize(); AddComponent(weight); GUILabel bouncylbl = new GUILabel(Game, new Vector2(10, 90), "lblBounce", "Bounciness"); bouncylbl.Initialize(); AddComponent(bouncylbl); GUIEditBox bouncy = new GUIEditBox(Game, new Vector2(100, 90), "edtBouncy", 50, "500"); bouncy.Initialize(); AddComponent(bouncy); GUILabel frictionlbl = new GUILabel(Game, new Vector2(10, 120), "lblFriction", "Friction"); frictionlbl.Initialize(); AddComponent(frictionlbl); GUIEditBox friction = new GUIEditBox(Game, new Vector2(100, 120), "edtFriction", 50, "500"); friction.Initialize(); AddComponent(friction); GUIButton ok = new GUIButton(Game, new Vector2(150, 375), "okbutton", "Apply"); ok.Initialize(); ok.OnMouseClick += new GUIButton.MouseClickHandler(OkMouseClick); ok.Location.X -= ok.Bounds.Width / 2; AddComponent(ok); GUIButton cancel = new GUIButton(Game, new Vector2(200, 375), "cancelbutton", "Cancel"); cancel.Initialize(); cancel.OnMouseClick += new GUIButton.MouseClickHandler(CancelMouseClick); cancel.Location.X -= cancel.Bounds.Width / 2; AddComponent(cancel); AddComponent(fileList); }