mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* 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
93 lines
2.3 KiB
C#
93 lines
2.3 KiB
C#
using System;
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namespace MonoGame.Extended.Gui.Controls
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{
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public class GuiButton : GuiControl
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{
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public GuiButton()
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: base(null)
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{
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}
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public GuiButton(GuiSkin skin)
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: base(skin)
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{
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}
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public event EventHandler Clicked;
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public event EventHandler PressedStateChanged;
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private bool _isPressed;
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public bool IsPressed
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{
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get { return _isPressed; }
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set
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{
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if (_isPressed != value)
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{
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_isPressed = value;
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PressedStyle?.ApplyIf(this, _isPressed);
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PressedStateChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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}
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private GuiControlStyle _pressedStyle;
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public GuiControlStyle PressedStyle
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{
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get { return _pressedStyle; }
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set
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{
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if (_pressedStyle != value)
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{
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_pressedStyle = value;
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PressedStyle?.ApplyIf(this, _isPressed);
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}
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}
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}
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private bool _isPointerDown;
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public override void OnPointerDown(IGuiContext context, GuiPointerEventArgs args)
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{
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base.OnPointerDown(context, args);
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if (IsEnabled)
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{
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_isPointerDown = true;
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IsPressed = true;
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}
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}
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public override void OnPointerUp(IGuiContext context, GuiPointerEventArgs args)
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{
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base.OnPointerUp(context, args);
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_isPointerDown = false;
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if (IsPressed)
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{
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IsPressed = false;
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if (BoundingRectangle.Contains(args.Position) && IsEnabled)
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Clicked?.Invoke(this, EventArgs.Empty);
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}
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}
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public override void OnPointerEnter(IGuiContext context, GuiPointerEventArgs args)
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{
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base.OnPointerEnter(context, args);
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if (IsEnabled && _isPointerDown)
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IsPressed = true;
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}
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public override void OnPointerLeave(IGuiContext context, GuiPointerEventArgs args)
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{
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base.OnPointerLeave(context, args);
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if (IsEnabled)
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IsPressed = false;
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}
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}
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} |