Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/GuiWindow.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

43 lines
1.1 KiB
C#

using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Gui.Controls;
namespace MonoGame.Extended.Gui
{
public class GuiWindow : GuiElement<GuiScreen>
{
public GuiWindow(GuiScreen parent)
{
Parent = parent;
}
public GuiSkin Skin => Parent.Skin;
public GuiControlCollection Controls { get; } = new GuiControlCollection();
public void Show()
{
Parent.Windows.Add(this);
}
public void Hide()
{
Parent.Windows.Remove(this);
}
public override void Draw(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
renderer.FillRectangle(BoundingRectangle, Color.Magenta);
}
public Size2 GetDesiredSize(IGuiContext context, Size2 availableSize)
{
return new Size2(Width, Height);
}
public void Layout(IGuiContext context, RectangleF rectangle)
{
foreach (var control in Controls)
GuiLayoutHelper.PlaceControl(context, control, rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
}
}