Chessistics/Scripts/UI/MetricsOverlay.cs

186 lines
6.3 KiB
C#
Raw Normal View History

using Godot;
using Chessistics.Engine.Model;
namespace Chessistics.Scripts.UI;
public partial class MetricsOverlay : PanelContainer
{
[Signal]
public delegate void NextLevelPressedEventHandler();
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
private Label _titleLabel = null!;
private Label _piecesLabel = null!;
private Label _turnsLabel = null!;
private Label _cellsLabel = null!;
private HBoxContainer _buttons = null!;
private Button _nextBtn = null!;
public override void _Ready()
{
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
var style = new StyleBoxFlat
{
BgColor = new Color(0.1f, 0.1f, 0.12f, 0.95f),
BorderColor = new Color("#B8942A"),
BorderWidthBottom = 2, BorderWidthTop = 2,
BorderWidthLeft = 2, BorderWidthRight = 2,
CornerRadiusTopLeft = 12, CornerRadiusTopRight = 12,
CornerRadiusBottomLeft = 12, CornerRadiusBottomRight = 12,
ContentMarginLeft = 32, ContentMarginRight = 32,
ContentMarginTop = 28, ContentMarginBottom = 28
};
AddThemeStyleboxOverride("panel", style);
var vbox = new VBoxContainer();
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
vbox.AddThemeConstantOverride("separation", 8);
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
_titleLabel = new Label
{
Text = "VICTOIRE !",
HorizontalAlignment = HorizontalAlignment.Center
};
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
_titleLabel.AddThemeFontSizeOverride("font_size", 26);
_titleLabel.AddThemeColorOverride("font_color", new Color("#FFD700"));
vbox.AddChild(_titleLabel);
vbox.AddChild(new HSeparator());
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
_piecesLabel = CreateMetricLabel();
vbox.AddChild(_piecesLabel);
_turnsLabel = CreateMetricLabel();
vbox.AddChild(_turnsLabel);
_cellsLabel = CreateMetricLabel();
vbox.AddChild(_cellsLabel);
vbox.AddChild(new HSeparator());
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
_buttons = new HBoxContainer { Alignment = BoxContainer.AlignmentMode.Center };
_buttons.AddThemeConstantOverride("separation", 16);
_nextBtn = CreateStyledButton("Mission suivante");
_nextBtn.Pressed += () => EmitSignal(SignalName.NextLevelPressed);
_buttons.AddChild(_nextBtn);
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
vbox.AddChild(_buttons);
AddChild(vbox);
Visible = false;
}
public void ShowMetrics(Metrics metrics)
{
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
_piecesLabel.Text = $"Pieces utilisees: {metrics.PiecesUsed}";
_turnsLabel.Text = $"Coups: {metrics.TurnsTaken}";
_cellsLabel.Text = $"Cases occupees: {metrics.CellsOccupied}";
// Start invisible, fade + scale in
Modulate = new Color(1, 1, 1, 0);
Scale = new Vector2(0.85f, 0.85f);
PivotOffset = Size / 2f;
Visible = true;
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
// Hide metrics initially, reveal sequentially
_piecesLabel.Modulate = new Color(1, 1, 1, 0);
_turnsLabel.Modulate = new Color(1, 1, 1, 0);
_cellsLabel.Modulate = new Color(1, 1, 1, 0);
_buttons.Modulate = new Color(1, 1, 1, 0);
var tween = CreateTween();
// Panel fade in
tween.SetParallel(true);
tween.TweenProperty(this, "modulate:a", 1f, 0.3f)
.SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "scale", Vector2.One, 0.35f)
.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Back);
tween.SetParallel(false);
// Sequential metric reveals
tween.TweenInterval(0.15f);
tween.TweenProperty(_piecesLabel, "modulate:a", 1f, 0.2f);
tween.TweenInterval(0.1f);
tween.TweenProperty(_turnsLabel, "modulate:a", 1f, 0.2f);
tween.TweenInterval(0.1f);
tween.TweenProperty(_cellsLabel, "modulate:a", 1f, 0.2f);
tween.TweenInterval(0.15f);
tween.TweenProperty(_buttons, "modulate:a", 1f, 0.2f);
}
public void ShowMissionComplete(int missionNum, int turns, bool isLast)
{
_titleLabel.Text = $"MISSION {missionNum} TERMINÉE !";
_piecesLabel.Text = "";
_turnsLabel.Text = $"Coups: {turns}";
_cellsLabel.Text = "";
_nextBtn.Text = isLast ? "Campagne terminée" : "Mission suivante";
// Start invisible, fade + scale in
Modulate = new Color(1, 1, 1, 0);
Scale = new Vector2(0.85f, 0.85f);
PivotOffset = Size / 2f;
Visible = true;
_turnsLabel.Modulate = new Color(1, 1, 1, 0);
_buttons.Modulate = new Color(1, 1, 1, 0);
var tween = CreateTween();
tween.SetParallel(true);
tween.TweenProperty(this, "modulate:a", 1f, 0.3f)
.SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "scale", Vector2.One, 0.35f)
.SetEase(Tween.EaseType.Out).SetTrans(Tween.TransitionType.Back);
tween.SetParallel(false);
tween.TweenInterval(0.15f);
tween.TweenProperty(_turnsLabel, "modulate:a", 1f, 0.2f);
tween.TweenInterval(0.15f);
tween.TweenProperty(_buttons, "modulate:a", 1f, 0.2f);
}
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
public new void Hide()
{
Visible = false;
}
private static Label CreateMetricLabel()
{
var label = new Label
{
Text = "",
HorizontalAlignment = HorizontalAlignment.Center
};
label.AddThemeFontSizeOverride("font_size", 14);
label.AddThemeColorOverride("font_color", new Color("#CCCCCC"));
return label;
}
Juice pass: procedural SFX, particles, polished visuals Sound (SfxManager.cs): - Procedural audio synthesis via AudioStreamWav — no external files - Distinct tones for place, produce, transfer, deliver, move, destroy, victory - Simple ADSR envelope, sine/triangle waveforms, filtered noise for swooshes Pieces (PieceView.cs): - Warm earthy palette: sage green, deep teal, dusty rose, burnt sienna - Drop shadow under each piece for depth - 3-stop radial gradient (bright center → main → dark rim) - Scale bounce on placement (0 → 1.15 → 1.0 with back-out easing) - Cargo indicator pulses gently when carrying Trajectories (TrajectView.cs): - Arrowhead at endpoint showing movement direction - Antialiased lines with piece-matched colors Cells (CellView.cs): - Warmer palette: parchment/walnut board, deep forest production, aged gold demand - Production flash uses warm golden glow instead of white - Subtle inner shadow for visual depth Animations (EventAnimator.cs): - Production: golden particles burst from production cells - Transfer: cargo slides with 2-particle trail + back-out whip easing - Destruction: pieces shrink + spin + red particle explosion - Victory: 40 confetti particles rain across the screen - All phases trigger appropriate SFX UI polish: - ControlBar: styled buttons with rounded corners, disabled states - MetricsOverlay: fade-in + scale animation, sequential metric reveals - ObjectivePanel: animated progress bars, styled fills, green flash on completion - Main: fade-in/out transitions between level select and gameplay Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:05:55 +02:00
private static Button CreateStyledButton(string text)
{
var btn = new Button
{
Text = text,
CustomMinimumSize = new Vector2(130, 36)
};
var normal = new StyleBoxFlat
{
BgColor = new Color("#3D6B8E"),
CornerRadiusTopLeft = 6, CornerRadiusTopRight = 6,
CornerRadiusBottomLeft = 6, CornerRadiusBottomRight = 6,
ContentMarginLeft = 16, ContentMarginRight = 16,
ContentMarginTop = 6, ContentMarginBottom = 6
};
var hover = new StyleBoxFlat
{
BgColor = new Color("#4A8EBF"),
CornerRadiusTopLeft = 6, CornerRadiusTopRight = 6,
CornerRadiusBottomLeft = 6, CornerRadiusBottomRight = 6,
ContentMarginLeft = 16, ContentMarginRight = 16,
ContentMarginTop = 6, ContentMarginBottom = 6
};
btn.AddThemeStyleboxOverride("normal", normal);
btn.AddThemeStyleboxOverride("hover", hover);
btn.AddThemeFontSizeOverride("font_size", 13);
return btn;
}
}