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Creation du projet

This commit is contained in:
sheychen 2016-10-12 15:52:11 +02:00
parent c91d76c9c2
commit b26e919746
18 changed files with 862 additions and 0 deletions

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MyMonoGame.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MyMonoGame", "MyMonoGameGUI\MyMonoGame.csproj", "{7A776114-65C0-4443-82A6-0A16425A8398}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7A776114-65C0-4443-82A6-0A16425A8398}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7A776114-65C0-4443-82A6-0A16425A8398}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7A776114-65C0-4443-82A6-0A16425A8398}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7A776114-65C0-4443-82A6-0A16425A8398}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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MyMonoGameGUI/Box.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MyMonoGame.GUI
{
public class Box : Element
{
protected boxSprites _backSprites;
protected Colors _colors;
public Box() { }
public Box(Rectangle pos, boxSprites backSprites, Colors colors)
{
_pos = pos;
_backSprites = backSprites;
_colors = colors;
}
public override void Draw(SpriteBatch spriteBatch)
{
Color backColor = _isFocus ? _colors._focus : (_isHover ? _colors._hover : _colors._normal);
int leftWidth = _backSprites.topLeft.Width;
int rightWidth = _backSprites.topRight.Width;
int centerWidth = _pos.Width - leftWidth - rightWidth;
int topHeight = _backSprites.topLeft.Height;
int bottomHeight = _backSprites.bottomLeft.Height;
int centerHeight = _pos.Height - topHeight - bottomHeight;
spriteBatch.Draw(_backSprites.topLeft, new Rectangle(_pos.X, _pos.Y, leftWidth, topHeight), backColor);
spriteBatch.Draw(_backSprites.topCenter, new Rectangle(_pos.X + leftWidth, _pos.Y, centerWidth, topHeight), backColor);
spriteBatch.Draw(_backSprites.topRight, new Rectangle(_pos.X + _pos.Width - rightWidth, _pos.Y, rightWidth, topHeight), backColor);
spriteBatch.Draw(_backSprites.centerLeft, new Rectangle(_pos.X, _pos.Y + topHeight, leftWidth, centerHeight), backColor);
spriteBatch.Draw(_backSprites.centerCenter, new Rectangle(_pos.X + leftWidth, _pos.Y + topHeight, centerWidth, centerHeight), backColor);
spriteBatch.Draw(_backSprites.centerRight, new Rectangle(_pos.X + _pos.Width - rightWidth, _pos.Y + topHeight, rightWidth, centerHeight), backColor);
spriteBatch.Draw(_backSprites.bottomLeft, new Rectangle(_pos.X, _pos.Y + _pos.Height - bottomHeight, leftWidth, bottomHeight), backColor);
spriteBatch.Draw(_backSprites.bottomCenter, new Rectangle(_pos.X + leftWidth, _pos.Y + _pos.Height - bottomHeight, centerWidth, bottomHeight), backColor);
spriteBatch.Draw(_backSprites.bottomRight, new Rectangle(_pos.X + _pos.Width - rightWidth, _pos.Y + _pos.Height - bottomHeight, rightWidth, bottomHeight), backColor);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using Microsoft.Xna.Framework.Input;
namespace MyMonoGame.GUI
{
public class BoxButton : Box
{
protected Button _button;
private int _unFocusTime;
public BoxButton() { }
public BoxButton(Rectangle pos, boxSprites backSprites, Colors colors, EventHandler click = null)
{
_pos = pos;
_backSprites = backSprites;
_colors = colors;
_button = new Button(pos, click);
}
public override void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
base.Update(x, y, mouse, key, isMaj, e);
_button.Update(x, y, mouse, key, isMaj, e);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
if (_isFocus)
{
if (_unFocusTime < 10)
{
_unFocusTime++;
}
else {
_isFocus = false;
_unFocusTime = 0;
}
}
_button.Draw(spriteBatch);
}
}
}

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MyMonoGameGUI/BoxLabel.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace MyMonoGame.GUI
{
public class BoxLabel : Box
{
protected Label _label;
public BoxLabel() { }
public BoxLabel(Rectangle pos, boxSprites backSprites, Colors colors, string text, SpriteFont font, Colors textColors, Label.textAlign align = Label.textAlign.centerCenter)
{
_pos = pos;
_backSprites = backSprites;
_colors = colors;
_label = new Label(pos, text, font, textColors, align);
}
public override void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
base.Update(x, y, mouse, key, isMaj, e);
_label.Update(x, y, mouse, key, isMaj, e);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
_label.Draw(spriteBatch);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace MyMonoGame.GUI
{
public class BoxLabelButton : BoxLabel
{
protected Button _button;
private int _unFocusTime;
public BoxLabelButton(Rectangle pos, boxSprites backSprites, Colors colors, string text, SpriteFont font, Colors textColors, Label.textAlign align = Label.textAlign.centerCenter, EventHandler click = null)
{
_pos = pos;
_backSprites = backSprites;
_colors = colors;
_button = new Button(pos, click);
_label = new Label(pos, text, font, textColors, align);
}
public override void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
base.Update(x, y, mouse, key, isMaj, e);
_button.Update(x, y, mouse, key, isMaj, e);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
if (_isFocus)
{
if (_unFocusTime < 10)
{
_unFocusTime++;
}
else {
_isFocus = false;
_label._isFocus = false;
_unFocusTime = 0;
}
}
_button.Draw(spriteBatch);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace MyMonoGame.GUI
{
public class Button : Element
{
protected event EventHandler _click;
protected int _unFocusTime = 0;
public Button() { }
public Button(Rectangle pos, EventHandler click = null)
{
_pos = pos;
_click = click;
}
public override void Click(object sender, EventArgs e)
{
if (_click != null)
{
_click.Invoke(sender, e);
}
}
public override void Draw(SpriteBatch spriteBatch)
{
if (_isFocus)
{
if (_unFocusTime < 10)
{
_unFocusTime++;
}
else {
_isFocus = false;
_unFocusTime = 0;
}
}
}
}
}

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MyMonoGameGUI/Colors.cs Normal file
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using Microsoft.Xna.Framework;
namespace MyMonoGame
{
public class Colors
{
public Color _normal;
public Color _hover;
public Color _focus;
public Colors(Color color)
{
_normal = color;
_hover = color;
_focus = color;
}
public Colors(Color normal, Color hover)
{
_normal = normal;
_hover = hover;
_focus = hover;
}
public Colors(Color normal, Color hover, Color focus)
{
_normal = normal;
_hover = hover;
_focus = focus;
}
}
}

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MyMonoGameGUI/Element.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace MyMonoGame.GUI
{
public class Element
{
protected Rectangle _pos;
public bool _isHover;
public bool _isFocus;
public virtual bool Contain(int x, int y)
{
return _pos.Contains(x, y);
}
public virtual void Draw(SpriteBatch spriteBatch)
{
}
public virtual void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
if (mouse.leftPress)
{
if (Contain(x, y))
{
_isFocus = true;
Click(this, e);
}
else { _isFocus = false; }
}
else { _isHover = Contain(x, y); }
}
public virtual void Click(object sender, EventArgs e)
{
}
}
}

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MyMonoGameGUI/KeyString.cs Normal file
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using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace MyMonoGame
{
public static class KeyString
{
private static Dictionary<Keys, CharPair> Data = new Dictionary<Keys, CharPair>();
class CharPair
{
public CharPair(char normalChar, Nullable<char> shiftChar)
{
this.NormalChar = normalChar;
this.ShiftChar = shiftChar;
}
public char NormalChar;
public Nullable<char> ShiftChar;
}
public static bool KeyToString(Keys key, bool shitKeyPressed, out char character)
{
bool result = false;
character = ' ';
CharPair charPair;
if ((Keys.A <= key && key <= Keys.Z) || key == Keys.Space)
{
// Use as is if it is AZ, or Space key.
character = (shitKeyPressed) ? (char)key : Char.ToLower((char)key);
result = true;
}
else if (Data.TryGetValue(key, out charPair))
{
// Otherwise, convert by key map.
if (!shitKeyPressed)
{
character = charPair.NormalChar;
result = true;
}
else if (charPair.ShiftChar.HasValue)
{
character = charPair.ShiftChar.Value;
result = true;
}
}
return result;
}
static void AddKeyMap(Keys key, string charPair)
{
char char1 = charPair[0];
Nullable<char> char2 = null;
if (charPair.Length > 1)
char2 = charPair[1];
Data.Add(key, new CharPair(char1, char2));
}
public static void InitializeKeyString()
{
// First row of US keyboard.
AddKeyMap(Keys.OemTilde, "`~");
AddKeyMap(Keys.D1, "1!");
AddKeyMap(Keys.D2, "2@");
AddKeyMap(Keys.D3, "3#");
AddKeyMap(Keys.D4, "4$");
AddKeyMap(Keys.D5, "5%");
AddKeyMap(Keys.D6, "6^");
AddKeyMap(Keys.D7, "7&");
AddKeyMap(Keys.D8, "8*");
AddKeyMap(Keys.D9, "9(");
AddKeyMap(Keys.D0, "0)");
AddKeyMap(Keys.OemMinus, "-_");
AddKeyMap(Keys.OemPlus, "=+");
// Second row of US keyboard.
AddKeyMap(Keys.OemOpenBrackets, "[{");
AddKeyMap(Keys.OemCloseBrackets, "]}");
AddKeyMap(Keys.OemPipe, "\\|");
// Third row of US keyboard.
AddKeyMap(Keys.OemSemicolon, ";:");
AddKeyMap(Keys.OemQuotes, "'\"");
AddKeyMap(Keys.OemComma, ",<");
AddKeyMap(Keys.OemPeriod, ".>");
AddKeyMap(Keys.OemQuestion, "/?");
// Keypad keys of US keyboard.
AddKeyMap(Keys.NumPad1, "1");
AddKeyMap(Keys.NumPad2, "2");
AddKeyMap(Keys.NumPad3, "3");
AddKeyMap(Keys.NumPad4, "4");
AddKeyMap(Keys.NumPad5, "5");
AddKeyMap(Keys.NumPad6, "6");
AddKeyMap(Keys.NumPad7, "7");
AddKeyMap(Keys.NumPad8, "8");
AddKeyMap(Keys.NumPad9, "9");
AddKeyMap(Keys.NumPad0, "0");
AddKeyMap(Keys.Add, "+");
AddKeyMap(Keys.Divide, "/");
AddKeyMap(Keys.Multiply, "*");
AddKeyMap(Keys.Subtract, "-");
AddKeyMap(Keys.Decimal, ".");
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MyMonoGame.GUI
{
public class Label : Element
{
public enum textAlign { topLeft, topCenter, topRight, centerLeft, centerCenter, centerRight, bottomLeft, bottomCenter, bottomRight };
protected textAlign _align;
protected string _text;
protected SpriteFont _font;
protected Colors _colors;
protected Vector _vector;
public Label() { }
public Label(Rectangle pos, string text, SpriteFont font, Colors colors, textAlign align = textAlign.centerCenter)
{
_pos = pos;
_text = text;
_font = font;
_colors = colors;
_align = align;
OnTextChange();
}
public Label(Vector vector, string text, SpriteFont font, Colors colors, textAlign align = textAlign.bottomRight)
{
_pos = new Rectangle(vector.X, vector.Y, 0, 0);
_text = text;
_font = font;
_colors = colors;
_align = align;
OnTextChange();
}
public override bool Contain(int x, int y)
{
bool isVector = (_pos.Height == 0 && _pos.Width == 0);
if (isVector)
{
return new Rectangle(_vector.X, _vector.Y, (int)_font.MeasureString(_text).X, (int)_font.MeasureString(_text).Y).Contains(x, y);
}
else
{
return base.Contain(x, y);
}
}
protected void OnTextChange()
{
bool isVector = (_pos.Height == 0 && _pos.Width == 0);
switch (_align)
{
case textAlign.topLeft:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X, _pos.Y - (int)_font.MeasureString(_text).Y);
}
else {
_vector = new Vector(_pos.X, _pos.Y);
}
break;
case textAlign.topCenter:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X / 2, _pos.Y - (int)_font.MeasureString(_text).Y);
}
else {
_vector = new Vector(_pos.X + _pos.Width / 2 - (int)_font.MeasureString(_text).X / 2, _pos.Y);
}
break;
case textAlign.topRight:
if (isVector)
{
_vector = new Vector(_pos.X, _pos.Y - (int)_font.MeasureString(_text).Y);
}
else {
_vector = new Vector(_pos.X + _pos.Width - (int)_font.MeasureString(_text).X, _pos.Y);
}
break;
case textAlign.centerLeft:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X, _pos.Y - (int)_font.MeasureString(_text).Y / 2);
}
else {
_vector = new Vector(_pos.X, _pos.Y + _pos.Height / 2 - (int)_font.MeasureString(_text).Y / 2);
}
break;
case textAlign.centerCenter:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X / 2, _pos.Y - (int)_font.MeasureString(_text).Y / 2);
}
else {
_vector = new Vector(_pos.X + _pos.Width / 2 - (int)_font.MeasureString(_text).X / 2, _pos.Y + _pos.Height / 2 - (int)_font.MeasureString(_text).Y / 2);
}
break;
case textAlign.centerRight:
if (isVector)
{
_vector = new Vector(_pos.X, _pos.Y - (int)_font.MeasureString(_text).Y / 2);
}
else {
_vector = new Vector(_pos.X + _pos.Width - (int)_font.MeasureString(_text).X, _pos.Y + _pos.Height / 2 - (int)_font.MeasureString(_text).Y / 2);
}
break;
case textAlign.bottomLeft:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X, _pos.Y);
}
else {
_vector = new Vector(_pos.X, _pos.Y + _pos.Height - (int)_font.MeasureString(_text).Y);
}
break;
case textAlign.bottomCenter:
if (isVector)
{
_vector = new Vector(_pos.X - (int)_font.MeasureString(_text).X / 2, _pos.Y);
}
else {
_vector = new Vector(_pos.X + _pos.Width / 2 - (int)_font.MeasureString(_text).X / 2, _pos.Y + _pos.Height - (int)_font.MeasureString(_text).Y);
}
break;
case textAlign.bottomRight:
if (isVector)
{
_vector = new Vector(_pos.X, _pos.Y);
}
else {
_vector = new Vector(_pos.X + _pos.Width - (int)_font.MeasureString(_text).X, _pos.Y + _pos.Height - (int)_font.MeasureString(_text).Y);
}
break;
}
}
public override void Draw(SpriteBatch spriteBatch)
{
Color color = _isFocus ? _colors._focus : (_isHover ? _colors._hover : _colors._normal);
spriteBatch.DrawString(_font, _text, new Vector2(_vector.X, _vector.Y), color);
}
}
}

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namespace MyMonoGame.GUI
{
public struct Mouse
{
public bool leftPress;
public bool leftRelease;
public bool rightPress;
public bool rightRelease;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{7A776114-65C0-4443-82A6-0A16425A8398}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MyMonoGame</RootNamespace>
<AssemblyName>MyMonoGame</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework, Version=3.5.1.1679, Culture=neutral, processorArchitecture=MSIL" />
<Reference Include="NVorbis, Version=0.8.4.0, Culture=neutral, processorArchitecture=MSIL" />
<Reference Include="OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL" />
</ItemGroup>
<ItemGroup>
<Compile Include="Box.cs" />
<Compile Include="BoxButton.cs" />
<Compile Include="BoxLabel.cs" />
<Compile Include="BoxLabelButton.cs" />
<Compile Include="boxSprites.cs" />
<Compile Include="Button.cs" />
<Compile Include="Colors.cs" />
<Compile Include="Element.cs" />
<Compile Include="KeyString.cs" />
<Compile Include="Label.cs" />
<Compile Include="Mouse.cs" />
<Compile Include="TextField.cs" />
<Compile Include="Texture.cs" />
<Compile Include="TexturedButton.cs" />
<Compile Include="Vector.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Les informations générales relatives à un assembly dépendent de
// l'ensemble d'attributs suivant. Changez les valeurs de ces attributs pour modifier les informations
// associées à un assembly.
[assembly: AssemblyTitle("MyMonoGameGUI")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MyMonoGameGUI")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// L'affectation de la valeur false à ComVisible rend les types invisibles dans cet assembly
// aux composants COM. Si vous devez accéder à un type dans cet assembly à partir de
// COM, affectez la valeur true à l'attribut ComVisible sur ce type.
[assembly: ComVisible(false)]
// Le GUID suivant est pour l'ID de la typelib si ce projet est exposé à COM
[assembly: Guid("7a776114-65c0-4443-82a6-0a16425a8398")]
// Les informations de version pour un assembly se composent des quatre valeurs suivantes :
//
// Version principale
// Version secondaire
// Numéro de build
// Révision
//
// Vous pouvez spécifier toutes les valeurs ou indiquer les numéros de build et de révision par défaut
// en utilisant '*', comme indiqué ci-dessous :
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.1.1")]
[assembly: AssemblyFileVersion("1.0.1.1")]

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace MyMonoGame.GUI
{
public class TextField : Label
{
protected string _placeHolder;
protected string _value;
public string output { get { return _value; } set { _value = value; _text = (_placeHolder != null && _value == null) ? _placeHolder : _value; OnTextChange(); } }
protected event EventHandler _validate;
public TextField(Rectangle pos, string value, SpriteFont font, Colors colors, textAlign align = textAlign.centerCenter, string placeHolder = null, EventHandler validate = null)
{
_value = value;
_font = font;
_colors = colors;
_align = align;
_placeHolder = placeHolder;
_validate = validate;
_text = (placeHolder != null && value == null) ? placeHolder : value;
OnTextChange();
}
public TextField(Vector vector, string value, SpriteFont font, Colors colors, textAlign align = textAlign.bottomRight, string placeHolder = null, EventHandler validate = null)
{
_pos = new Rectangle(vector.X, vector.Y, 0, 0);
_value = value;
_font = font;
_colors = colors;
_align = align;
_placeHolder = placeHolder;
_validate = validate;
_text = (placeHolder != null && value == null) ? placeHolder : value;
OnTextChange();
}
public override void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
base.Update(x, y, mouse, key, isMaj, e);
if (_isFocus)
{
//Only QWERTY support wait monogame 4.6 (https://github.com/MonoGame/MonoGame/issues/3836)
switch (key)
{
case Keys.Back:
if (_value.Length > 0) { _value = _value.Remove(_value.Length - 1); _text = (_placeHolder != null && _value == null) ? _placeHolder : _value; OnTextChange(); }
break;
case Keys.Enter:
Validate(this, e);
break;
default:
char ch;
if (KeyString.KeyToString(key, isMaj, out ch)) { _value += ch; _text = (_placeHolder != null && _value == null) ? _placeHolder : _value; OnTextChange(); }
break;
}
}
}
public void Validate(object sender, EventArgs e)
{
if (_validate != null)
{
_validate.Invoke(sender, e);
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MyMonoGame.GUI
{
public class Texture : Element
{
protected Colors _colors;
protected Texture2D _sprite;
public Texture() { }
public Texture(Rectangle pos, Texture2D sprite, Colors colors)
{
_pos = pos;
_sprite = sprite;
_colors = colors;
}
public override void Draw(SpriteBatch spriteBatch)
{
Color backColor = _isFocus ? _colors._focus : (_isHover ? _colors._hover : _colors._normal);
spriteBatch.Draw(_sprite, _pos, backColor);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace MyMonoGame.GUI
{
public class TexturedButton : Texture
{
Button button;
private int _unFocusTime;
public TexturedButton(Rectangle pos, Texture2D sprite, Colors colors, EventHandler click = null)
{
_pos = pos;
_sprite = sprite;
_colors = colors;
button = new Button(pos, click);
}
public override void Update(int x, int y, Mouse mouse, Keys key, bool isMaj, EventArgs e)
{
base.Update(x, y, mouse, key, isMaj, e);
button.Update(x, y, mouse, key, isMaj, e);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
if (_isFocus)
{
if (_unFocusTime < 10)
{
_unFocusTime++;
}
else {
_isFocus = false;
_unFocusTime = 0;
}
}
button.Draw(spriteBatch);
}
}
}

14
MyMonoGameGUI/Vector.cs Normal file
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@ -0,0 +1,14 @@
namespace MyMonoGame
{
public class Vector
{
public int X;
public int Y;
public Vector(int x, int y)
{
X = x;
Y = y;
}
}
}

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@ -0,0 +1,17 @@
using Microsoft.Xna.Framework.Graphics;
namespace MyMonoGame.GUI
{
public struct boxSprites
{
public Texture2D topLeft;
public Texture2D topCenter;
public Texture2D topRight;
public Texture2D centerLeft;
public Texture2D centerCenter;
public Texture2D centerRight;
public Texture2D bottomLeft;
public Texture2D bottomCenter;
public Texture2D bottomRight;
}
}