Přidány základy uživatelského rozhraní a testovací textury. Aktualizovaná Monogame library pro podporu myši
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91
FNAF_Clone/GUI/Screen.cs
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FNAF_Clone/GUI/Screen.cs
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MonoGameLibrary.Input;
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namespace FNAF_Clone.GUI;
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public class Screen {
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public static Dictionary<string, Screen> Screens = new();
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public static Screen CurrentScreen{ get; private set; }
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public static void AddScreens((string id, Screen screen)[] screens) {
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foreach (var tuple in screens){
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Screens.Add(tuple.id, tuple.screen);
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}
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}
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public static void AddScreen(string id, Screen screen, bool activate = false) {
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Screens.Add(id, screen);
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if (activate) SetScreen(id);
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}
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public static void SetScreen(string id) {
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CurrentScreen = Screens[id];
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CurrentScreen.Active = true;
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}
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public static void RemoveScreen(string id) {
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Screens.Remove(id);
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}
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public enum ScreenType {
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MAIN_MENU,
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OFFICE,
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CAMERAS
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}
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public ScreenType Type{ get; private set; }
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private Dictionary<string, UIElement> elements = new();
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public bool Active { get; private set; } = false;
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private InputListenerHook mouseInputHook = new(true);
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public Screen(ScreenType type) {
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Type = type;
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InputManager.AddListener(InputManager.MouseButton.LEFT, () => ProcessMouseInput(InputManager.MouseState), InputTiming.PRESS, mouseInputHook);
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}
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public Screen(ScreenType type, Dictionary<string, UIElement> elements) {
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this.elements = elements;
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Type = type;
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}
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public void AddElement(string id, UIElement element) {
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elements.Add(id, element);
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}
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public void SetActive(bool active) {
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Active = active;
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if (Active == active) return;
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foreach (var keyValuePair in elements){
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keyValuePair.Value.Active = Active;
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}
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}
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private void ProcessMouseInput(MouseState mouseState) {
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foreach (var element in elements.Values){
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if (!element.Pressable) continue;
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if (element.IsWithinBounds(mouseState.Position)){
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element.OnMousePress(); // TODO: differentiate between press, hold and release events
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}
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}
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}
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public void Update() {
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foreach (var keyValuePair in elements){
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keyValuePair.Value.Update();
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}
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}
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public void Draw(SpriteBatch spriteBatch) {
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foreach (var val in elements.Values){
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val.Draw(spriteBatch);
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}
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}
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}
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