So I am developing a custom ButtonGUI
class for my game. Here's the initialization of the button object:
// Button code:
ButtonGUI btn1 = new ButtonGUI("Button 1", new Rectangle(150, 300, (int)myFont.MeasureString(menuButtons[0]).X, (int)myFont.MeasureString(menuButtons[0]).Y), myFont, Color.CornflowerBlue);
Now consider this code:
// Draw() method:
btn1.Draw(spriteBatch);
if (btnHover)
{
btn1.btnRect = new Rectangle(140, 300, (int)hoverFont.MeasureString(menuButtons[0]).X, (int)hoverFont.MeasureString(menuButtons[0]).Y);
btn1.btnFont = hoverFont;
btn1.btnColour = Color.Red;
}
else
{
btn1.btnRect = new Rectangle(150, 300, (int)myFont.MeasureString(menuButtons[0]).X, (int)myFont.MeasureString(menuButtons[0]).Y);
btn1.btnFont = myFont;
btn1.btnColour = Color.CornflowerBlue;
}
This would be OK if I had only 1 button... But if I have like 10 buttons or more? This really isn't what DRY
suggests. I feel like I'm missing something, there must be a way to return button properties to their default values once the condition is no longer met without doing the whole thing manually, or is there? Thanks in advance!
It may make sense to create a structure to hold all of the values that may change.
class ButtonData
{
// put members corresponding to each member of ButtonGUI you wish
// to change
}
class ButtonSwapper
{
ButtonGUI myButton;
ButtonData hoverData;
ButtonData notHoverData;
void change(bool hover)
{
ButtonData dataToUse = hover ? hoverData : notHoverData;
// set each relevant member of myButton to its pair in
// dataToUse
}
}
then call change
as necessary.