mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-25 08:22:15 +00:00
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
using MonoGame.Extended.NuclexGui.Controls.Desktop;
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namespace MonoGame.Extended.NuclexGui.Visuals.Flat.Renderers
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{
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/// <summary>Renders button controls in a traditional flat style</summary>
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public class FlatButtonControlRenderer : IFlatControlRenderer<GuiButtonControl>
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{
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/// <summary>Names of the states the button control can be in</summary>
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/// <remarks>
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/// Storing this as full strings instead of building them dynamically prevents
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/// any garbage from forming during rendering.
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/// </remarks>
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private static readonly string[] _states =
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{
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"button.disabled",
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"button.normal",
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"button.highlighted",
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"button.depressed"
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};
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/// <summary>
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/// Renders the specified control using the provided graphics interface
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/// </summary>
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/// <param name="control">Control that will be rendered</param>
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/// <param name="graphics">
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/// Graphics interface that will be used to draw the control
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/// </param>
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public void Render(GuiButtonControl control, IFlatGuiGraphics graphics)
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{
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var controlBounds = control.GetAbsoluteBounds();
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// Determine the style to use for the button
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var stateIndex = 0;
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if (control.Enabled)
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{
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if (control.Depressed)
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stateIndex = 3;
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else
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{
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if (control.MouseHovering || control.HasFocus)
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stateIndex = 2;
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else stateIndex = 1;
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}
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}
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// Draw the button's frame
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graphics.DrawElement(_states[stateIndex], controlBounds);
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// If there's image assigned to the button, draw it into the button
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if (control.Texture != null)
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graphics.DrawImage(controlBounds, control.Texture, control.SourceRectangle);
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// If there's text assigned to the button, draw it into the button
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if (!string.IsNullOrEmpty(control.Text))
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graphics.DrawString(_states[stateIndex], controlBounds, control.Text);
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}
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}
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} |