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CheckBox.cs
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CheckBox.cs
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//
// CheckBox.cs
//
// Author: endofunk
//
// Copyright (c) 2019
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using static Endofunk.Monogame.UI.Prelude;
namespace Endofunk.Monogame.UI {
public class CheckBox : IElement {
private Stack _Stack;
private readonly Label _Label;
private SpriteSheet _SpriteSheet;
private int FrameIndex;
public Vector2 Bounding => _Stack.Bounding;
private bool IsMouseEnter;
private bool IsChecked;
private Rectangle Area = Rectangle.Empty;
public CheckBox(string text, SpriteFont font, Texture2D texture, Color color, Vector2 bounding, float rotation, float scale, Vector2 origin, int frameCount) : this(text, font, texture, color, bounding, rotation, scale, origin, frameCount, Vector2.Zero, Color.Black) { }
public CheckBox(string text, SpriteFont font, Texture2D texture, Color color, Vector2 bounding, float rotation, float scale, Vector2 origin, int frameCount, Vector2 shadowOffset, Color shadowColor) {
_SpriteSheet = SpriteSheet(texture, color, Align.Left | Align.Top, new Vector2(48f, 48f), rotation, scale, origin, frameCount, shadowOffset, shadowColor);
_Label = Label(text, color, Align.Left | Align.Top, font, bounding, shadowOffset, shadowColor);
_Stack = HStack(_SpriteSheet, Spacer(new Vector2(10, 10)), _Label);
FrameIndex = 0;
}
public void Draw(SpriteBatch spriteBatch, Vector2 position) {
_SpriteSheet = _SpriteSheet[FrameIndex];
_Stack = HStack(_SpriteSheet, Spacer(new Vector2(10, 10)), _Label);
if (Area.IsEmpty) Area = new Rectangle(position.ToPoint(), Bounding.ToPoint());
_Stack.Draw(spriteBatch, position);
}
public event EventHandler Clicked;
public event MouseEventHandler MouseEnter;
public event MouseEventHandler MouseLeave;
public event MouseEventHandler MouseMove;
public event UpdateHandler UpdateEvent;
protected virtual void OnClicked(EventArgs e) => Clicked?.Invoke(this, e);
protected virtual void OnMouseEnter(GameTime g, MouseState m) => MouseEnter?.Invoke(this, g, m);
protected virtual void OnMouseLeave(GameTime g, MouseState m) => MouseLeave?.Invoke(this, g, m);
protected virtual void OnMouseMove(GameTime g, MouseState m) => MouseMove?.Invoke(this, g, m);
protected virtual void OnUpdateEvent(GameTime gameTime) => UpdateEvent?.Invoke(this, gameTime);
public void Update(GameTime gameTime) {
MouseState mouse = Mouse.GetState();
IsMouseEnter = mouse.HasMouseEntered(gameTime, IsMouseEnter, Area, OnMouseEnter, OnMouseLeave);
// 0, 1 => unchecked (normal / mousehover)
// 2, 3 => checked (normal / mousehover)
FrameIndex = (IsChecked ? 2 : 0) + (IsMouseEnter ? 1 : 0);
if (mouse.LeftButton == ButtonState.Pressed && IsMouseEnter) {
IsChecked = !IsChecked;
OnClicked(EventArgs.Empty);
}
OnUpdateEvent(gameTime);
if (IsMouseEnter) OnMouseMove(gameTime, mouse);
}
}
}