Frame field "Layer" controls render order and prevents event bubbling.
Reworked GUI events.
This commit is contained in:
@@ -27,7 +27,8 @@ namespace DepthsBelow
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public EntityManager EntityManager;
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public TurnManager TurnManager;
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public Camera Camera;
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public Camera Camera;
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public Interface Interface;
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public static MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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@@ -71,7 +72,9 @@ namespace DepthsBelow
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EntityManager = new EntityManager();
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TurnManager = new TurnManager(new string[] { "Player", "Computer" });
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Camera = new Camera(this);
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Camera = new Camera(this);
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Interface = new Interface(this);
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Squad = new List<Soldier>();
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Swarm = new List<SmallEnemy>();
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Volley = new List<Shot>();
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@@ -14,12 +14,12 @@ namespace DepthsBelow.GUI
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/// </summary>
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public class Button : Frame
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{
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public delegate void OnClickHandler(Point pos);
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//public delegate void OnClickHandler(Point pos);
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/// <summary>
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/// Handler of OnClick events.
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/// </summary>
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public OnClickHandler OnClick;
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//public OnClickHandler OnClick;
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private MouseState lastMouseState;
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@@ -39,7 +39,7 @@ namespace DepthsBelow.GUI
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{
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base.Update(gameTime);
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MouseState ms = Mouse.GetState();
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/*MouseState ms = Mouse.GetState();
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if (ms.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed)
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{
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@@ -58,7 +58,7 @@ namespace DepthsBelow.GUI
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}
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}
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lastMouseState = ms;
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lastMouseState = ms;*/
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}
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}
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}
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@@ -5,6 +5,7 @@ using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace DepthsBelow.GUI
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{
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@@ -46,6 +47,34 @@ namespace DepthsBelow.GUI
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get { return this.Rectangle.Y; }
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set { this.Rectangle.Y = value; }
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}
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/// <summary>
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/// The x-coordinate of the left side of the frame.
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/// </summary>
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public int Left
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{
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get { return this.Rectangle.Left; }
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}
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/// <summary>
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/// The y-coordinate of the top side of the frame.
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/// </summary>
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public int Top
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{
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get { return this.Rectangle.Top; }
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}
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/// <summary>
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/// The x-coordinate of the right side of the frame.
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/// </summary>
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public int Right
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{
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get { return this.Rectangle.Right; }
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}
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/// <summary>
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/// The y-coordinate of the bottom side of the frame.
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/// </summary>
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public int Bottom
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{
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get { return this.Rectangle.Bottom; }
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}
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/// <summary>
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/// Rectangle of the frame.
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@@ -77,6 +106,23 @@ namespace DepthsBelow.GUI
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/// </summary>
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public bool Visible = true;
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/// <summary>
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/// The layer of the frame.
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/// Bigger number means closer to the screen.
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/// </summary>
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public int Layer = 0;
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/// <summary>
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/// Gets the sum of this frame and all parent layers.
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/// </summary>
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public int LayerSum
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{
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get { return (Parent != null) ? this.Layer + Parent.LayerSum : this.Layer; }
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}
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/// <summary>
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/// The unique identifier of the frame.
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/// </summary>
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public int UID { get; private set; }
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/// <summary>
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/// Potential parent frame.
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/// </summary>
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@@ -84,7 +130,46 @@ namespace DepthsBelow.GUI
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/// <summary>
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/// Potential children frames.
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/// </summary>
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public List<Frame> Children;
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public List<Frame> Children;
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#region Events
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/// <summary>
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/// Occurs when the frame is clicked inside it's bounding rectangle.
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/// </summary>
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public event OnClickHandler OnClick;
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/// <summary>
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/// <see cref="OnClickHandler" /> event arguments.
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/// </summary>
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public class OnClickArgs : EventArgs
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{
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/// <summary>
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/// The position of the click relative to the frame position.
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/// </summary>
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public Point Position;
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/// <summary>
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/// The time of the click, since the start of the program.
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/// </summary>
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public TimeSpan Time;
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}
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/// <summary>
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/// Handler for click events.
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/// </summary>
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/// <param name="frame">The clicked frame.</param>
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/// <param name="e">The <see cref="OnClickArgs" /> instance containing the event data.</param>
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public delegate void OnClickHandler(Frame frame, OnClickArgs e);
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/// <summary>
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/// Raise an <see cref="OnClick" /> event on the frame.
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/// </summary>
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/// <param name="e">The <see cref="OnClickArgs" /> instance containing the event data.</param>
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public void Click(OnClickArgs e)
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{
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if (OnClick != null)
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OnClick(this, e);
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}
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#endregion
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private MouseState lastMouseState;
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/// <summary>
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/// Create a blank frame.
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@@ -97,7 +182,7 @@ namespace DepthsBelow.GUI
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this.Children = new List<Frame>();
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GUIManager.Add(this);
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UID = GUIManager.Add(this);
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}
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/// <summary>
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@@ -153,6 +238,31 @@ namespace DepthsBelow.GUI
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public virtual void Update(GameTime gameTime)
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{
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/*MouseState ms = Mouse.GetState();
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if (ms.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed)
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{
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// HACK: This should be handled globally somewhere else to prevent event bubbling
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if (
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ms.X >= AbsoluteRectangle.Left
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&& ms.X < AbsoluteRectangle.Right
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&& ms.Y >= AbsoluteRectangle.Top
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&& ms.Y < AbsoluteRectangle.Bottom)
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{
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if (OnClick != null)
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{
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var args = new OnClickArgs()
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{
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Position = new Point(ms.X - AbsoluteRectangle.X, ms.Y - AbsoluteRectangle.Y),
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Time = gameTime.TotalGameTime
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};
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OnClick(this, args);
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}
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}
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}
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lastMouseState = ms;*/
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foreach (var child in Children)
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child.Update(gameTime);
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}
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@@ -10,11 +11,13 @@ namespace DepthsBelow
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{
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static class GUIManager
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{
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public static List<Frame> Frames = new List<Frame>();
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public static List<Frame> Frames = new List<Frame>();
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private static int uidIndex = 0;
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public static void Add(Frame frame)
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public static int Add(Frame frame)
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{
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Frames.Add(frame);
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return uidIndex++;
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}
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public static void Remove(Frame frame)
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@@ -22,6 +25,47 @@ namespace DepthsBelow
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Frames.Remove(frame);
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}
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public static void Click(Point position, TimeSpan time)
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{
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var clickRectangle = new Rectangle(position.X, position.Y, 1, 1);
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var intersections = new List<Frame>();
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foreach (var frame in Frames)
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{
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if (clickRectangle.Intersects(frame.AbsoluteRectangle))
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intersections.Add(frame);
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}
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var topFrame = GetTopFrame(intersections);
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if (topFrame != null)
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{
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var e = new Frame.OnClickArgs()
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{
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Position = position,
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Time = time
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};
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topFrame.Click(e);
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}
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}
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/// <summary>
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/// Gets the top frame in the frame stack.
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/// </summary>
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/// <param name="frames">A list of frames to check.</param>
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/// <returns>Returns the topmost frame.</returns>
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private static Frame GetTopFrame(List<Frame> frames)
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{
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if (frames.Count == 0)
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return null;
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if (frames.Count == 1)
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return frames.First();
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return frames.OrderByDescending(f => f, new FrameSort()).First();
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}
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public static void Update(GameTime gameTime)
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{
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foreach (var frame in Frames)
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@@ -30,8 +74,38 @@ namespace DepthsBelow
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public static void Draw(SpriteBatch spriteBatch)
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{
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foreach (var frame in Frames)
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foreach (var frame in Frames.OrderBy(f => f, new FrameSort()))
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frame.Draw(spriteBatch);
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}
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/// <summary>
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/// Sort frames based on layer, using UID as tie breaker.
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/// </summary>
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private class FrameSort : IComparer<Frame>
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{
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public int Compare(Frame a, Frame b)
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{
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var aLayerSum = a.LayerSum;
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var bLayerSum = b.LayerSum;
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// Compare the layer sum
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if (aLayerSum > bLayerSum)
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return 1;
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if (aLayerSum < bLayerSum)
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return -1;
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// If the result is indecisive, pick the frame with the biggest UID
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if (aLayerSum == bLayerSum)
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{
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if (a.UID > b.UID)
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return 1;
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if (a.UID < b.UID)
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return -1;
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}
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return 0;
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}
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}
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}
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}
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@@ -2,13 +2,14 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using DepthsBelow.GUI;
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using Microsoft.Xna.Framework;
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using System.Diagnostics;
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using Microsoft.Xna.Framework.Graphics;
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namespace DepthsBelow
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{
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class Interface
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public class Interface
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{
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Core core;
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@@ -36,6 +37,126 @@ namespace DepthsBelow
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var text = new GUI.Text(frame);
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text.SetFont("Arial");
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text.Value = "Hello world!";*/
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// Create some unit frames
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/*var panicFrame = CreatePanicFrame();
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var unit1 = CreateUnitFrame("Flight captain Rainbow");
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unit1.X = panicFrame.X;
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unit1.Y = panicFrame.Y + panicFrame.Height;
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unit1.OnClick += delegate(Frame frame, Frame.OnClickArgs args)
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{
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frame.Color = Color.Red;
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};
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var unit2 = CreateUnitFrame("Mr. Sparkle");
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unit2.X = unit1.X;
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unit2.Y = unit1.Y + unit1.Height;
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unit2.OnClick += delegate(Frame frame, Frame.OnClickArgs args)
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{
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frame.Color = Color.Red;
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};*/
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var frame1 = new GUI.Frame();
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frame1.Layer = 0;
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frame1.SetTexture("images/Enter");
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frame1.Color = Color.Red;
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frame1.Width = 100;
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frame1.Height = 100;
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frame1.OnClick += delegate(Frame frame, Frame.OnClickArgs args)
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{
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if (frame.Color == Color.Red)
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frame.Color = Color.Green;
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else
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frame.Color = Color.Red;
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};
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var frame1_child = new GUI.Frame(frame1);
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frame1_child.SetTexture("images/Enter");
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frame1_child.Color = Color.Purple;
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frame1_child.Width = 60;
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frame1_child.Height = 60;
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frame1_child.X = 20;
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frame1_child.Y = 20;
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frame1_child.OnClick += delegate(Frame frame, Frame.OnClickArgs args)
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{
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if (frame.Color == Color.Purple)
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frame.Color = Color.Pink;
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else
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frame.Color = Color.Purple;
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};
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var frame2 = new GUI.Frame();
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frame2.Layer = 0;
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frame2.SetTexture("images/Enter");
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frame2.Color = Color.Blue;
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frame2.Width = 100;
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frame2.Height = 100;
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frame2.X = 50;
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frame2.Y = 50;
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frame2.OnClick += delegate(Frame frame, Frame.OnClickArgs args)
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{
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if (frame.Color == Color.Blue)
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frame.Color = Color.Yellow;
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else
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frame.Color = Color.Blue;
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};
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}
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private GUI.Frame CreatePanicFrame()
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{
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var frame = new GUI.Frame();
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frame.SetTexture("images/GUI/unit_background");
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frame.Color = Color.Black;
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frame.Width = 164;
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frame.Height = 19;
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var healthBg = new GUI.Frame(frame);
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healthBg.SetTexture("images/GUI/health_background");
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healthBg.Width = 136;
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healthBg.Height = 13;
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healthBg.X = 3;
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healthBg.Y = 3;
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var healthBar = new GUI.Frame(healthBg);
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healthBar.SetTexture("images/GUI/bar_solid");
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healthBar.Color = new Color(87, 55, 253);
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healthBar.Width = (int)(healthBg.Width * 0.5);
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healthBar.Height = 11;
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healthBar.X = 1;
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healthBar.Y = 1;
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return frame;
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}
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private GUI.Frame CreateUnitFrame(string unitName)
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{
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var frame = new GUI.Frame();
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frame.SetTexture("images/GUI/unit_background");
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frame.Color = Color.Black;
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frame.Width = 164;
|
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frame.Height = 35;
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var nameText = new GUI.Text(frame);
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nameText.SetFont("fonts/UnitName");
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nameText.Value = unitName;
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nameText.X = 4;
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nameText.Y = 1;
|
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|
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var healthBg = new GUI.Frame(frame);
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healthBg.SetTexture("images/GUI/health_background");
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healthBg.Width = 136;
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healthBg.Height = 13;
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healthBg.X = 3;
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healthBg.Y = 19;
|
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|
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var healthBar = new GUI.Frame(healthBg);
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healthBar.SetTexture("images/GUI/bar_solid");
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healthBar.Color = Color.Red;
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healthBar.Width = (int)(healthBg.Width * 0.5f);
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healthBar.Height = 11;
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healthBar.X = 1;
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healthBar.Y = 1;
|
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|
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return frame;
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}
|
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}
|
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}
|
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|
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@@ -26,6 +26,13 @@ namespace DepthsBelow
|
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{
|
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KeyboardState ks = Keyboard.GetState();
|
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|
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// Lua reload scripts
|
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if (ks.IsKeyUp(Keys.R) && lastKeyboardState.IsKeyDown(Keys.R))
|
||||
{
|
||||
core.Lua.Reload();
|
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}
|
||||
|
||||
// Next turn
|
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if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
|
||||
{
|
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if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
|
||||
|
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@@ -53,10 +53,12 @@ namespace DepthsBelow
|
||||
{
|
||||
private LuaInterface.Lua lua;
|
||||
|
||||
private List<string> filesToRun;
|
||||
|
||||
public Lua()
|
||||
{
|
||||
ResetContext();
|
||||
ExposeLibraries();
|
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filesToRun = new List<string>();
|
||||
Initialize();
|
||||
|
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/*lua.DoString(@"
|
||||
local frame = CreateFrame('Frame');
|
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@@ -71,6 +73,15 @@ namespace DepthsBelow
|
||||
");*/
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
if (lua == null)
|
||||
{
|
||||
lua = new LuaInterface.Lua();
|
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ExposeLibraries();
|
||||
}
|
||||
}
|
||||
|
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public void ExposeLibraries()
|
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{
|
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lua.NewTable("Console");
|
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@@ -120,7 +131,13 @@ namespace DepthsBelow
|
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if (lua != null)
|
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lua.Dispose();
|
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|
||||
lua = new LuaInterface.Lua();
|
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Initialize();
|
||||
}
|
||||
|
||||
public void Reload()
|
||||
{
|
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ResetContext();
|
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LoadScripts();
|
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}
|
||||
|
||||
public void LoadScripts()
|
||||
@@ -128,7 +145,7 @@ namespace DepthsBelow
|
||||
// Load scripts from script folder
|
||||
// HACK: This needs to load files on the fly instead of loading precompiled files by the content manager.
|
||||
// http://xbox.create.msdn.com/en-US/education/catalog/sample/winforms_series_2 maybe?
|
||||
var scripts = GameServices.GetService<ContentManager>().LoadContent<string>("scripts");
|
||||
/*var scripts = GameServices.GetService<ContentManager>().LoadContent<string>("scripts");
|
||||
foreach (var script in scripts)
|
||||
{
|
||||
try
|
||||
@@ -140,9 +157,19 @@ namespace DepthsBelow
|
||||
Console.WriteLine("Lua error: " + e.Message);
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
foreach (var fileName in filesToRun)
|
||||
{
|
||||
lua.DoFile(GameServices.GetService<ContentManager>().RootDirectory + "/" + fileName);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddFile(string fileName)
|
||||
{
|
||||
filesToRun.Add(fileName);
|
||||
}
|
||||
|
||||
public T GetObject<T>(string obj)
|
||||
{
|
||||
return (T)lua[obj];
|
||||
|
||||
@@ -43,6 +43,11 @@ namespace DepthsBelow
|
||||
gridTexture.SetData(new Color[] { Color.White });
|
||||
}
|
||||
|
||||
public void OnClick(MouseState ms, GameTime gameTime)
|
||||
{
|
||||
GUIManager.Click(new Point(ms.X, ms.Y), gameTime.TotalGameTime);
|
||||
}
|
||||
|
||||
public void Update(GameTime gameTime)
|
||||
{
|
||||
MouseState ms = Mouse.GetState();
|
||||
@@ -50,6 +55,14 @@ namespace DepthsBelow
|
||||
Rectangle mouseWorldRectangle = new Rectangle((int)mouseWorldPos.X, (int)mouseWorldPos.Y, 1, 1);
|
||||
KeyboardState ks = Keyboard.GetState();
|
||||
|
||||
// OnClick event
|
||||
if (
|
||||
(ms.LeftButton == ButtonState.Released && lastMouseState.LeftButton == ButtonState.Pressed)
|
||||
|| (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
|
||||
)
|
||||
OnClick(ms, gameTime);
|
||||
|
||||
|
||||
// Tooltip stuff
|
||||
var tooltip = core.Lua.GetObject<GUI.Frame>("ToolTip");
|
||||
if (tooltip != null)
|
||||
|
||||
@@ -139,16 +139,48 @@
|
||||
<Compile Include="scripts\gui.lua">
|
||||
<Name>gui</Name>
|
||||
<Importer>LuaImporter</Importer>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Compile>
|
||||
<Compile Include="scripts\test.lua">
|
||||
<Name>test</Name>
|
||||
<Importer>LuaImporter</Importer>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="scripts\tooltip.lua">
|
||||
<Name>tooltip</Name>
|
||||
<Importer>LuaImporter</Importer>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="images\GUI\bar_solid.png">
|
||||
<Name>bar_solid</Name>
|
||||
<Importer>TextureImporter</Importer>
|
||||
<Processor>TextureProcessor</Processor>
|
||||
</Compile>
|
||||
<Compile Include="images\GUI\bar_transparent.png">
|
||||
<Name>bar_transparent</Name>
|
||||
<Importer>TextureImporter</Importer>
|
||||
<Processor>TextureProcessor</Processor>
|
||||
</Compile>
|
||||
<Compile Include="images\GUI\health_background.png">
|
||||
<Name>health_background</Name>
|
||||
<Importer>TextureImporter</Importer>
|
||||
<Processor>TextureProcessor</Processor>
|
||||
</Compile>
|
||||
<Compile Include="images\GUI\unit_background.png">
|
||||
<Name>unit_background</Name>
|
||||
<Importer>TextureImporter</Importer>
|
||||
<Processor>TextureProcessor</Processor>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="fonts\UnitName.spritefont">
|
||||
<Name>UnitName</Name>
|
||||
<Importer>FontDescriptionImporter</Importer>
|
||||
<Processor>FontDescriptionProcessor</Processor>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
This file contains an xml description of a font, and will be read by the XNA
|
||||
Framework Content Pipeline. Follow the comments to customize the appearance
|
||||
of the font in your game, and to change the characters which are available to draw
|
||||
with.
|
||||
-->
|
||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
||||
<Asset Type="Graphics:FontDescription">
|
||||
|
||||
<!--
|
||||
Modify this string to change the font that will be imported.
|
||||
-->
|
||||
<FontName>Arial</FontName>
|
||||
|
||||
<!--
|
||||
Size is a float value, measured in points. Modify this value to change
|
||||
the size of the font.
|
||||
-->
|
||||
<Size>10</Size>
|
||||
|
||||
<!--
|
||||
Spacing is a float value, measured in pixels. Modify this value to change
|
||||
the amount of spacing in between characters.
|
||||
-->
|
||||
<Spacing>0</Spacing>
|
||||
|
||||
<!--
|
||||
UseKerning controls the layout of the font. If this value is true, kerning information
|
||||
will be used when placing characters.
|
||||
-->
|
||||
<UseKerning>true</UseKerning>
|
||||
|
||||
<!--
|
||||
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
|
||||
and "Bold, Italic", and are case sensitive.
|
||||
-->
|
||||
<Style>Regular</Style>
|
||||
|
||||
<!--
|
||||
If you uncomment this line, the default character will be substituted if you draw
|
||||
or measure text that contains characters which were not included in the font.
|
||||
-->
|
||||
<!-- <DefaultCharacter>*</DefaultCharacter> -->
|
||||
|
||||
<!--
|
||||
CharacterRegions control what letters are available in the font. Every
|
||||
character from Start to End will be built and made available for drawing. The
|
||||
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
|
||||
character set. The characters are ordered according to the Unicode standard.
|
||||
See the documentation for more information.
|
||||
-->
|
||||
<CharacterRegions>
|
||||
<CharacterRegion>
|
||||
<Start> </Start>
|
||||
<End>~</End>
|
||||
</CharacterRegion>
|
||||
</CharacterRegions>
|
||||
</Asset>
|
||||
</XnaContent>
|
||||
BIN
Binary file not shown.
|
After Width: | Height: | Size: 977 B |
Binary file not shown.
|
After Width: | Height: | Size: 983 B |
Binary file not shown.
|
After Width: | Height: | Size: 1008 B |
Binary file not shown.
|
After Width: | Height: | Size: 1.0 KiB |
@@ -1,3 +1,6 @@
|
||||
luanet.load_assembly("Microsoft.Xna.Framework")
|
||||
Color = luanet.import_type("Microsoft.Xna.Framework.Color")
|
||||
|
||||
local frame = CreateFrame('Frame');
|
||||
frame.X = 100;
|
||||
|
||||
@@ -9,3 +12,70 @@ button.OnClick = function(clickPos)
|
||||
Console.WriteLine(clickPos.X .. ' ' .. clickPos.Y)
|
||||
end
|
||||
|
||||
|
||||
function CreatePanicFrame(x, y)
|
||||
local frame = CreateFrame("Frame")
|
||||
frame:SetTexture("images/GUI/unit_background")
|
||||
frame.Width = 154
|
||||
frame.Height = 19
|
||||
frame.X = x
|
||||
frame.Y = y
|
||||
|
||||
local healthBg = CreateFrame("Frame", frame)
|
||||
healthBg:SetTexture("images/GUI/health_background")
|
||||
healthBg.Width = 136
|
||||
healthBg.Height = 13
|
||||
healthBg.X = 3
|
||||
healthBg.Y = 3
|
||||
|
||||
local healthBar = CreateFrame("Frame", healthBg)
|
||||
healthBar:SetTexture("images/GUI/bar_solid")
|
||||
healthBar.Color = Color(87, 55, 253)
|
||||
healthBar.Width = healthBg.Width * 0.5
|
||||
healthBar.Height = 11
|
||||
healthBar.X = 1
|
||||
healthBar.Y = 1
|
||||
|
||||
return frame
|
||||
end
|
||||
|
||||
function CreateUnitFrame(name, x, y)
|
||||
-- Frames for one unit
|
||||
local frame = CreateFrame("Frame")
|
||||
frame:SetTexture("images/GUI/unit_background")
|
||||
frame.Width = 164;
|
||||
frame.Height = 35;
|
||||
frame.X = x
|
||||
frame.Y = y
|
||||
|
||||
local nameText = CreateFrame("Text", frame)
|
||||
nameText:SetFont("fonts/UnitName")
|
||||
nameText.Value = name
|
||||
nameText.X = 4
|
||||
nameText.Y = 1
|
||||
|
||||
local healthBg = CreateFrame("Frame", frame)
|
||||
healthBg:SetTexture("images/GUI/health_background")
|
||||
healthBg.Width = 136
|
||||
healthBg.Height = 13
|
||||
healthBg.X = 3
|
||||
healthBg.Y = 19
|
||||
|
||||
local healthBar = CreateFrame("Frame", healthBg)
|
||||
healthBar:SetTexture("images/GUI/bar_solid")
|
||||
healthBar.Color = Color.Red
|
||||
healthBar.Width = healthBg.Width * 0.5
|
||||
healthBar.Height = 11
|
||||
healthBar.X = 1
|
||||
healthBar.Y = 1
|
||||
|
||||
return frame
|
||||
end
|
||||
|
||||
--[[local frame;
|
||||
frame = CreatePanicFrame(0, 0)
|
||||
frame = CreateUnitFrame("Flight captain Rainbow Dash", frame.X, frame.Y + frame.Height)
|
||||
CreateUnitFrame("Mr. Sparkle", frame.X, frame.Y + frame.Height)]]--
|
||||
|
||||
local testFrame = CreateTestFrame()
|
||||
testFrame:SetWidth(1337)
|
||||
Reference in New Issue
Block a user