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
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using System;
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using MonoGame.Extended.Gui;
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using MonoGame.Extended.Gui.Controls;
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namespace Sandbox
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{
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public class MyScreen : GuiScreen
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{
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public MyScreen(GuiSkin skin)
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: base(skin)
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{
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Controls.Add(new GuiUniformGrid(Skin)
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{
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Controls =
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{
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new GuiComboBox(Skin)
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{
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Name = "ComboBox",
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Items =
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{
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new { Name = "one", Number = 1 },
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new { Name = "two", Number = 2 },
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new { Name = "three", Number = 3 }
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},
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SelectedIndex = 0,
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NameProperty = "Number"
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},
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new GuiListBox(Skin)
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{
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Name = "ListBox",
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Items =
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{
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"one",
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"two",
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"three"
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}
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}
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}
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});
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var listBox = FindControl<GuiListBox>("ListBox");
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var comboBox = FindControl<GuiComboBox>("ComboBox");
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comboBox.SelectedIndexChanged += (sender, args) => listBox.SelectedIndex = comboBox.SelectedIndex;
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listBox.SelectedIndexChanged += (sender, args) => comboBox.SelectedIndex = listBox.SelectedIndex;
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}
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private void OpenDialog_Clicked(object sender, EventArgs eventArgs)
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{
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var dialog = new MyWindow(this);
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dialog.Show();
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}
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}
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} |