ui
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parent
a70367eb27
commit
ad73fb265d
6 changed files with 89 additions and 13 deletions
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@ -24,4 +24,10 @@
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:wall.jpg
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#begin Font.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Font.spritefont
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64
DangerousD/Content/Font.spritefont
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64
DangerousD/Content/Font.spritefont
Normal file
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@ -0,0 +1,64 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>а</Start>
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<End>я</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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@ -11,21 +11,23 @@ public abstract class AbstractGui : IDrawableObject
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protected UIManager Manager = new();
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protected List<DrawableUIElement> Elements = new();
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public AbstractGui()
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{
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}
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protected abstract void CreateUI();
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private GraphicsDevice graphicsDevice;
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public virtual void Initialize(GraphicsDevice graphicsDevice)
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{
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Manager.Initialize("", graphicsDevice);
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this.graphicsDevice = graphicsDevice;
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Manager.Initialize(graphicsDevice);
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CreateUI();
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}
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public virtual void LoadContent()
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{
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Manager.LoadContent(AppManager.Instance.Content);
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Manager.LoadContent(AppManager.Instance.Content, "Font");
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}
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public virtual void Update(GameTime gameTime)
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@ -15,5 +15,7 @@ internal class MenuGUI : AbstractGui
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{
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AppManager.Instance.ChangeGameState(GameState.Game);
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};
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Elements.Add(new Button(Manager) { rectangle = new Rectangle(0, 10, 790, 50) });
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Elements.Add(new Label(Manager) { rectangle = new Rectangle(100, 10, 50, 50), text = "DA" });
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}
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}
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@ -16,16 +16,10 @@ namespace MonogameLibrary.UI.Base
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Dictionary<int, List<DrawableUIElement>> layerCollection = new();
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public GraphicsDevice GraphicsDevice { get; private set; }
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public SpriteFont BaseFont { get; private set; }
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public void Initialize(string font, GraphicsDevice graphicsDevice)
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public void Initialize(GraphicsDevice graphicsDevice)
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{
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GraphicsDevice = graphicsDevice;
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try
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{
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//BaseFont = _content.Load<SpriteFont>(font);
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}
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catch
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{
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}
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for (int i = -10; i < 11; i++)
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{
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layerCollection.Add(i, new List<DrawableUIElement>());
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@ -35,8 +29,16 @@ namespace MonogameLibrary.UI.Base
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static MouseState mouseState, prevmouseState;
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static KeyboardState keyboardState;
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public void LoadContent(ContentManager content)
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public void LoadContent(ContentManager content, string font)
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{
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try
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{
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BaseFont = content.Load<SpriteFont>(font);
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}
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catch
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{
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}
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foreach (var collection in layerCollection)
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{
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foreach (var item in collection.Value)
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