Difference between revisions of "GeonBit Class Example"
(→Create a Screen Class) |
(→Create a Screen Class) |
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Line 107: | Line 107: | ||
{ | { | ||
+ | } | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You could create a constructor, however this time i'll create a method to initialize the screen: | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | using Microsoft.Xna.Framework; | ||
+ | using GeonBit.UI; | ||
+ | using GeonBit.UI.Entities; | ||
+ | |||
+ | class Screen:UIScreen | ||
+ | { | ||
+ | public void Init() | ||
+ | { | ||
+ | |||
+ | } | ||
+ | } | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | We can now add the components of this screen into the Init section: | ||
+ | |||
+ | <syntaxhighlight lang=csharp> | ||
+ | using Microsoft.Xna.Framework; | ||
+ | using GeonBit.UI; | ||
+ | using GeonBit.UI.Entities; | ||
+ | |||
+ | class Screen:UIScreen | ||
+ | { | ||
+ | public void Init() | ||
+ | { | ||
+ | Paragraph text = new Paragraph("Hello World"); | ||
+ | window.AddChild(text); | ||
+ | |||
+ | Button button1 = new Button("Click"); | ||
+ | window.AddChild(button1); | ||
+ | |||
+ | button1.OnClick = (Entity btn) => | ||
+ | { | ||
+ | text.Text = "Clicked"; | ||
+ | } | ||
+ | |||
+ | Button button2 = new Button("Hide"); | ||
+ | window.AddChild(button1); | ||
+ | |||
+ | button1.OnClick = (Entity btn) => | ||
+ | { | ||
+ | window.Visible = false; | ||
+ | } | ||
+ | } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 11:28, 13 October 2017
Creating a Base Class
The first step is to create a base class which will be inherited by each interface screen.
With a project open, click project and add new class. A suitable name should be used (eg UI, UIScreen etc) it will create your class:
class UIScreen
{
}
Add the following to the using section of the class:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class UIScreen
{
}
Within the curly brackets you should create a public Panel , this will be what the user will see.
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class UIScreen
{
public Panel window;
}
A constructor method is called the same name as the class, and is normally public:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class UIScreen
{
public Panel window;
public UIScreen()
{
}
}
Now we need to add the code to create the window panel and add it to the interface:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class UIScreen
{
public Panel window;
public UIScreen()
{
window = new Panel(new Vector2(300, 300), PanelSkin.Default, Anchor.Center);
UserInterface.Active.AddEntity(window);
}
}
The vector2 sets the size of the window, panelskin has several options to change the appearence, anchor will position the panel and again many other options are available.
Create a Screen Class
Create a new class as before and call it screen (or menu, gameover etc).
class Screen
{
}
Add the following to the using section of the class:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class Screen
{
}
You need to say it is a class of your base class so add:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class Screen:UIScreen
{
}
You could create a constructor, however this time i'll create a method to initialize the screen:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class Screen:UIScreen
{
public void Init()
{
}
}
We can now add the components of this screen into the Init section:
using Microsoft.Xna.Framework;
using GeonBit.UI;
using GeonBit.UI.Entities;
class Screen:UIScreen
{
public void Init()
{
Paragraph text = new Paragraph("Hello World");
window.AddChild(text);
Button button1 = new Button("Click");
window.AddChild(button1);
button1.OnClick = (Entity btn) =>
{
text.Text = "Clicked";
}
Button button2 = new Button("Hide");
window.AddChild(button1);
button1.OnClick = (Entity btn) =>
{
window.Visible = false;
}
}
}