Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Controls/GuiCheckBox.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* 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
2017-07-22 21:22:13 +10:00

73 lines
2.2 KiB
C#

using System;
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiCheckBox : GuiControl
{
public GuiCheckBox()
{
}
public GuiCheckBox(GuiSkin skin)
: base(skin)
{
}
public event EventHandler CheckStateChanged;
private bool _isChecked;
public bool IsChecked
{
get { return _isChecked; }
set
{
if (_isChecked != value)
{
_isChecked = value;
CheckedStyle?.ApplyIf(this, _isChecked);
CheckStateChanged?.Invoke(this, EventArgs.Empty);
}
}
}
private GuiControlStyle _checkedStyle;
public GuiControlStyle CheckedStyle
{
get { return _checkedStyle; }
set
{
if (_checkedStyle != value)
{
_checkedStyle = value;
CheckedStyle?.ApplyIf(this, _isChecked);
}
}
}
public override void OnPointerUp(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerUp(context, args);
if (IsFocused && BoundingRectangle.Contains(args.Position))
IsChecked = !IsChecked;
}
protected override void DrawBackground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
var boundingRectangle = BoundingRectangle;
var checkRectangle = new Rectangle(boundingRectangle.X, boundingRectangle.Y, BackgroundRegion.Width, BackgroundRegion.Height);
renderer.DrawRegion(BackgroundRegion, checkRectangle, Color);
}
protected override void DrawForeground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds, TextInfo textInfo)
{
textInfo.Position = BoundingRectangle.Location.ToVector2() +
new Vector2(BackgroundRegion.Width + 5, BackgroundRegion.Height * 0.5f - textInfo.Font.LineHeight * 0.5f);
base.DrawForeground(context, renderer, deltaSeconds, textInfo);
}
}
}