* Implemented GuiResizableControl, and made GuiWindowControl inherit from it.
GuiResizableControl is a control that can be resized.
GuiResizableControl calls SetCursorForResize(_resizingSides), which can be overriden to provide platform specific mouse cursor implementation depending on where on the edge of the control your mouse is.
* Screen Desktop defaulted to being width of 1, and height of 1, instead of width of 100%, and height of 100%
* Including class reference in project
* Implemented Size3 and Point3. Fixed bug in Point2. Documentation listed Point2, but code took in Vector2. Changed to Point2
* Adding missed project references
* Fixed assert errors: https://github.com/craftworkgames/MonoGame.Extended/issues/474
* Fix merge issue
* Implemented GuiResizableControl, and made GuiWindowControl inherit from it.
GuiResizableControl is a control that can be resized.
GuiResizableControl calls SetCursorForResize(_resizingSides), which can be overriden to provide platform specific mouse cursor implementation depending on where on the edge of the control your mouse is.
* Including class reference in project
Kerning value 'amount' wasn't being applied to the '_currentGlyph.Position.X' in either MoveNext() methods, only '_positionDelta.X'. Both are needed for proper positioning.
* Implemented Size3 and Point3. Fixed bug in Point2. Documentation listed Point2, but code took in Vector2. Changed to Point2
* Adding missed project references
* Added some basic tests for the ECS
* Add test project for Nuclex Gui
* Nuclex Gui project update
* Added ability to style labels
* Removed Nuclex Gui Test project for lack of tests
* Adding in changes to deal with custom control types for loading from a GuiScreen, also adding in block text if a width for the element exists. Adding in Padding to some elements to give the developer some more options in styles. Adding in some changes to the textbox to deal with selecting a section of text.
* Adding in a few changes to deal with propagation down the GuiControl tree, this was added to most events. Also, adding in the idea of a form and submit button to deal with keyboard controls when inside of a form. This gives simalar behavier to how forms work in the browser.
* Adding in the enter key skip for the textbox.
* Fixing issue where GuiSystem would call initialize twice
* Adding in a fix for Issue #428, by leveraging the propegation system to deal with hover styles.
* Adding in some changes to seperate the global binding context and have it isolated in the screen. Also adding in code to deal with a global style binding as well.
* Adding in changes to deal with custom control types for loading from a GuiScreen, also adding in block text if a width for the element exists. Adding in Padding to some elements to give the developer some more options in styles. Adding in some changes to the textbox to deal with selecting a section of text.
* Adding in a few changes to deal with propagation down the GuiControl tree, this was added to most events. Also, adding in the idea of a form and submit button to deal with keyboard controls when inside of a form. This gives simalar behavier to how forms work in the browser.
* Adding in the enter key skip for the textbox.
* Fixing issue where GuiSystem would call initialize twice
* Adding in a fix for Issue #428, by leveraging the propegation system to deal with hover styles.
* Modified Entity's Reset method to clear _name field
* ObjectPool enumerations was stuck in a loop since the tail node's next node was getting set to itself
* Adding in changes to deal with custom control types for loading from a GuiScreen, also adding in block text if a width for the element exists. Adding in Padding to some elements to give the developer some more options in styles. Adding in some changes to the textbox to deal with selecting a section of text.
* Adding in a few changes to deal with propagation down the GuiControl tree, this was added to most events. Also, adding in the idea of a form and submit button to deal with keyboard controls when inside of a form. This gives simalar behavier to how forms work in the browser.
* Adding in the enter key skip for the textbox.
* started refactoring for gui windows
* a bit more work on gui windows
* fixed some bugs and broken build stuff
* fixed some bugs in gui controls
* a little code cleanup
* got gui dialogs positioning and experimenting with named styles by type
* apply control styles directly in the constructor of controls
* got everything compiling again
* all gui controls have skinnable constructors
* rework uniform grid desired size calculations
* turns out gui layouts are complicated
* include pdb files in nuget packages
* fixed a bug in find nearest glyph
* custom control styling
* added a range constructor overload that takes one value
* rethinking control desired size behaviour
* made particle emitters more editable at runtime
* moved the auto trigger code to the particle effect instead of the emitters
* tweaks
* changed the particle modifer interface to an abstract base with an optional name
* changed the particle modifer interface to an abstract base with an optional name
* an attempt at creating a gui combo box
* rolled back the nested control experiment
* pretty good (but not perfect) combo boxes
* tweaks
* name property bindings on lists
* removed and cleaned up the hacks from the gui combo box
* minor combo box styling tweaks
* minor bug fix in gui combo box
* experiments with data binding
* fixed a mistake on the texture region service interface
* working on the ability to serialize particles
* finished particle serialization
* more robust range deserialization
* added editor browable attributes
* fixed some broken demos
* made the particle modifiers editable at runtime
* fixed some issues with particle serialization
* fixed some issues with interpolators