Difference between revisions of "GeonBit example"

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(Prebuilt Project)
(Prebuilt binary files for content)
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===Prebuilt binary files for content===
 
===Prebuilt binary files for content===
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This is the content folder fully built ready to just put into your project. You need to add this to the bin, debug......,  and then the Content folder of your project to run GeonBit.
 
[https://drive.google.com/file/d/1zmBAWBGIFnwJjTE4zvzLIxepRB3VEk60/view?usp=drive_link]
 
[https://drive.google.com/file/d/1zmBAWBGIFnwJjTE4zvzLIxepRB3VEk60/view?usp=drive_link]
  

Revision as of 14:42, 18 January 2024

Example interface:

GeonBit.png

GeonBit example.gif

Install GeonBit.UI

With a MonoGame project started, use the nuget package manager to search for GeonBit.UI and install it.

Geonbit install.png

If you get an error message and your install fails, then you can change the target framework. Click on the project name in solution explorer and choose properties, then change target framework '.NET 7.0'.

Finally you need to open the content pipeline as usual, and add the folder added within the content folder:

Geonbit content.png

Now build the content pipeline:

Geonbit build.png

Mine appears to have 9 files which failed to build, each of them are spritefonts. This is an issue with the college computers due to a missing update. However click here to download some pre-built spritefonts. Copy them into the file system created when you run your project, then look in content and GeonBit.UI. The fonts folders are within each theme.

Also the effects files (.fx) also seem to fail, so click here to download some pre-built effects. Copy them into the file system created when you run your project, then look in content and GeonBit.UI. The effects folders are within each theme.

Prebuilt binary files for content

This is the content folder fully built ready to just put into your project. You need to add this to the bin, debug......, and then the Content folder of your project to run GeonBit. [1]

Prebuilt Project

[2]

Changing Game1.cs

Add the following in the using section, at the top of your page:

using GeonBit.UI;
using GeonBit.UI.Entities;

Now in the initialize section of Game1.cs add the following:

// GeonBit.UI: Init the UI manager using the "hd" built-in theme
UserInterface.Initialize(Content, BuiltinThemes.hd);

// GeonBit.UI: tbd create your GUI layouts here..

Now in the Update section you need to add the following:

UserInterface.Active.Update(gameTime);

Now within the Draw section you need to add the following:

UserInterface.Active.Draw(spriteBatch);

At this stage you should have a project which will build and run, and will just show the cursor when started.

Adding a Panel

In the initialize section of Game1.cs add the following below the UserInterface.Initialize:

Panel panel = new Panel(new Vector2(300, 300));
UserInterface.Active.AddEntity(panel);

Adding a Header

Now you have a panel you can add components to it, for example a heading:

// create a simple header and add it to a panel we created before
Header header = new Header("This Is Header");
panel.AddChild(header);

Adding a Paragraph

// create a simple paragraph and add it to a panel we created before
Paragraph paragraph = new Paragraph("Hello world!");
panel.AddChild(paragraph);

Adding a Button

// create a button with default skin and "Default" label on it, and add it to a panel we created before
Button button = new Button("Default");
panel.AddChild(button);

button.OnClick = (Entity btn) =>
{
    panel.ClearChildren();
    paragraph = new Paragraph("test");
    panel.AddChild(paragraph);
};

Other Components

GeonBit can also do sliders, radio buttons, checkboxs, images, icons, progress bars, text input and many more. For more information click the link below

https://github.com/RonenNess/GeonBit.UI/blob/master/README.md#install

Using Classes

GeonBit Class Example

My Full Example of GeonBit & Classes