Difference between revisions of "GeonBit Class Example"

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(Create a Screen Class)
(Create a Screen Class)
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{
 
{
  
 +
}
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</syntaxhighlight>
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 +
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
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{
 +
    public void Init()
 +
    {
 +
       
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    }
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}
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</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 12:28, 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;
        }
    }
}