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using System ;
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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Misc ;
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using MLEM.Textures ;
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using MLEM.Ui.Style ;
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namespace MLEM.Ui.Elements {
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/// <summary>
/// An image element to be used inside of a <see cref="UiSystem"/>.
/// An image is simply an element that displays a supplied <see cref="TextureRegion"/> and optionally allows for the texture region to remain at its original aspect ratio, regardless of the element's size.
/// </summary>
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public class Image : Element {
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/// <summary>
/// The color to render the image at
/// </summary>
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public StyleProp < Color > Color ;
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/// <summary>
/// A callback to retrieve the <see cref="TextureRegion"/> that this image should render.
/// This can be used if the image changes frequently.
/// </summary>
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public TextureCallback GetTextureCallback ;
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/// <summary>
/// The texture that this <see cref="TextureRegion"/> should render
/// </summary>
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public TextureRegion Texture {
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get {
if ( this . GetTextureCallback ! = null )
this . Texture = this . GetTextureCallback ( this ) ;
return this . texture ;
}
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set {
if ( this . texture ! = value ) {
this . texture = value ;
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this . IsHidden = this . texture = = null ;
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if ( this . scaleToImage )
this . SetAreaDirty ( ) ;
}
}
}
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/// <summary>
/// Whether this image element's <see cref="Element.Size"/> should be based on the size of the <see cref="TextureRegion"/> given.
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/// Note that, when scaling to the image's size, the <see cref="Element.Scale"/> is also taken into account.
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/// </summary>
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public bool ScaleToImage {
get = > this . scaleToImage ;
set {
if ( this . scaleToImage ! = value ) {
this . scaleToImage = value ;
this . SetAreaDirty ( ) ;
}
}
}
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/// <summary>
/// Whether to cause the <see cref="TextureRegion"/> to be rendered at its proper aspect ratio.
/// If this is false, the image will be stretched according to this component's size.
/// </summary>
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public bool MaintainImageAspect = true ;
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/// <summary>
/// The <see cref="SpriteEffects"/> that the texture should be rendered with
/// </summary>
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public SpriteEffects ImageEffects = SpriteEffects . None ;
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/// <summary>
/// The scale that the image should be rendered with
/// </summary>
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public Vector2 ImageScale = Vector2 . One ;
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/// <summary>
/// The rotation that the image should be rendered with.
/// Note that increased rotation does not increase this component's size, even if the rotated texture would go out of bounds of this component.
/// </summary>
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public float ImageRotation ;
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private bool scaleToImage ;
private TextureRegion texture ;
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/// <summary>
/// Creates a new image with the given settings
/// </summary>
/// <param name="anchor">The image's anchor</param>
/// <param name="size">The image's size</param>
/// <param name="texture">The texture the image should render</param>
/// <param name="scaleToImage">Whether this image's size should be based on the texture's size</param>
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public Image ( Anchor anchor , Vector2 size , TextureRegion texture , bool scaleToImage = false ) : base ( anchor , size ) {
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this . Texture = texture ;
this . scaleToImage = scaleToImage ;
this . CanBeSelected = false ;
this . CanBeMoused = false ;
}
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/// <inheritdoc cref="Image(Anchor,Vector2,TextureRegion,bool)"/>
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public Image ( Anchor anchor , Vector2 size , TextureCallback getTextureCallback , bool scaleToImage = false ) : base ( anchor , size ) {
this . GetTextureCallback = getTextureCallback ;
this . Texture = getTextureCallback ( this ) ;
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this . scaleToImage = scaleToImage ;
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this . CanBeSelected = false ;
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this . CanBeMoused = false ;
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}
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/// <inheritdoc />
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protected override Vector2 CalcActualSize ( RectangleF parentArea ) {
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return this . Texture ! = null & & this . scaleToImage ? this . Texture . Size . ToVector2 ( ) * this . Scale : base . CalcActualSize ( parentArea ) ;
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}
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/// <inheritdoc />
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public override void Draw ( GameTime time , SpriteBatch batch , float alpha , BlendState blendState , SamplerState samplerState , DepthStencilState depthStencilState , Effect effect , Matrix matrix ) {
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if ( this . Texture = = null )
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return ;
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var center = new Vector2 ( this . Texture . Width / 2F , this . Texture . Height / 2F ) ;
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var color = this . Color . OrDefault ( Microsoft . Xna . Framework . Color . White ) * alpha ;
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if ( this . MaintainImageAspect ) {
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var scale = Math . Min ( this . DisplayArea . Width / this . Texture . Width , this . DisplayArea . Height / this . Texture . Height ) ;
var imageOffset = new Vector2 ( this . DisplayArea . Width / 2F - this . Texture . Width * scale / 2 , this . DisplayArea . Height / 2F - this . Texture . Height * scale / 2 ) ;
batch . Draw ( this . Texture , this . DisplayArea . Location + center * scale + imageOffset , color , this . ImageRotation , center , scale * this . ImageScale , this . ImageEffects , 0 ) ;
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} else {
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var scale = new Vector2 ( 1F / this . Texture . Width , 1F / this . Texture . Height ) * this . DisplayArea . Size ;
batch . Draw ( this . Texture , this . DisplayArea . Location + center * scale , color , this . ImageRotation , center , scale * this . ImageScale , this . ImageEffects , 0 ) ;
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}
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base . Draw ( time , batch , alpha , blendState , samplerState , depthStencilState , effect , matrix ) ;
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}
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/// <summary>
/// A delegate method used for <see cref="Image.GetTextureCallback"/>
/// </summary>
/// <param name="image">The current image element</param>
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public delegate TextureRegion TextureCallback ( Image image ) ;
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}
}