public InventoryInterface(Texture2D image,Texture2D cadre, Texture2D background , Texture2D backindows , Game1 game) : base(game) { backwind = backindows; this.game = game; tex = image; back = background; this.cadre = cadre; this.DrawOrder = 9000; Visible = false; game.Components.Add(this); decalage = new Vector2((Tools.Quick.graphics.PreferredBackBufferWidth/2 - back.Bounds.Width) / 2, ( Tools.Quick.graphics.PreferredBackBufferHeight -back.Bounds.Height ) / 2); Load("interfaceinit.conf"); fenstat = new FenetreStat(Tools.Quick.player, cadre); isi = new InventoryStockableInterface(cadre,TypeSacoche.Crochet,TypeSacoche.Potion,new Rectangle(Tools.Quick.graphics.PreferredBackBufferWidth/2 ,Tools.Quick.graphics.PreferredBackBufferHeight/2,Tools.Quick.graphics.PreferredBackBufferWidth/2 ,Tools.Quick.graphics.PreferredBackBufferHeight/2),this); }
public Infobulle(List<string> linfos ,Texture2D back , Vector2 position , InventoryStockableInterface inv , Inventory.ObjQte cible) : base("",Tools.Quick.dicoFont[Tools.TypeFont.Texte],position,inv.infobulleunshow) { pos = position; info = linfos; parent = inv; backinfo = back; this.cible = cible; t = ""; foreach (string s in info) { t += s + Environment.NewLine; } this.area = new Rectangle((int)pos.X, (int)pos.Y, (int)font.MeasureString(t).X, (int)font.MeasureString(t).Y); this.color = Color.White; }