mirror of
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87 lines
4.3 KiB
C#
87 lines
4.3 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using MLEM.Misc;
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using MLEM.Ui.Elements;
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namespace MLEM.Ui {
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/// <summary>
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/// A ui animation is a simple timed event that an <see cref="Element"/> in a <see cref="UiSystem"/> can use to play a visual or other type of animation.
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/// To use ui animations, you can use <see cref="Element.PlayAnimation"/>, or one of the built-in style properties like <see cref="Element.MouseEnterAnimation"/> or <see cref="Element.MouseExitAnimation"/>.
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/// </summary>
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public class UiAnimation : GenericDataHolder {
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/// <summary>
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/// The total time that this ui animation plays for.
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/// </summary>
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public readonly TimeSpan TotalTime;
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/// <summary>
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/// The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.
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/// </summary>
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public readonly AnimationFunction Function;
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/// <summary>
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/// An event that is raised when this ui animation is (re)started in <see cref="Update"/>.
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/// </summary>
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public Action<UiAnimation, Element> Started;
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/// <summary>
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/// An event that is raised when this ui animation is stopped or finished through <see cref="OnFinished"/>.
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/// </summary>
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public Action<UiAnimation, Element> Finished;
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/// <summary>
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/// The current time that this ui animation has been playing for, out of the <see cref="TotalTime"/>.
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/// </summary>
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public TimeSpan CurrentTime { get; private set; }
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/// <summary>
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/// Creates a new ui animation with the given settings.
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/// </summary>
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/// <param name="seconds">The amount of seconds that this ui animation should play for.</param>
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/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
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public UiAnimation(double seconds, AnimationFunction function) : this(TimeSpan.FromSeconds(seconds), function) {}
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/// <summary>
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/// Creates a new ui animation with the given settings.
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/// </summary>
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/// <param name="totalTime">The <see cref="TotalTime"/> that this ui animation should play for.</param>
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/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
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public UiAnimation(TimeSpan totalTime, AnimationFunction function) {
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this.TotalTime = totalTime;
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this.Function = function;
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}
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/// <summary>
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/// Updates this ui animation, invoking its <see cref="Started"/> event if necessary, increasing its <see cref="CurrentTime"/> and invoking its <see cref="Function"/>.
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/// This method is called by an <see cref="Element"/> in <see cref="Element.Update"/>.
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/// </summary>
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/// <param name="element">The element that this ui animation is attached to.</param>
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/// <param name="time">The game's current time.</param>
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/// <returns>Whether this animation is ready to finish, that is, if its <see cref="CurrentTime"/> is greater than or equal to its <see cref="TotalTime"/>.</returns>
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public virtual bool Update(Element element, GameTime time) {
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if (this.CurrentTime <= TimeSpan.Zero)
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this.Started?.Invoke(this, element);
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this.CurrentTime += time.ElapsedGameTime;
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this.Function?.Invoke(this, element, this.CurrentTime.Ticks / (float) this.TotalTime.Ticks);
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return this.CurrentTime >= this.TotalTime;
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}
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/// <summary>
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/// Causes this ui animation's <see cref="Finished"/> event to be raised, and sets the <see cref="CurrentTime"/> to <see cref="TimeSpan.Zero"/>.
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/// This allows the animation to play from the start again.
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/// This method is invoked automatically when <see cref="Update"/> returns <see langword="true"/> in <see cref="Element.Update"/>, as well as in <see cref="Element.StopAnimation"/>.
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/// </summary>
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/// <param name="element"></param>
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public virtual void OnFinished(Element element) {
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this.Finished?.Invoke(this, element);
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this.CurrentTime = TimeSpan.Zero;
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}
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/// <summary>
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/// A delegate method used by <see cref="UiAnimation.Function"/>.
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/// </summary>
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public delegate void AnimationFunction(UiAnimation animation, Element element, float timePercentage);
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}
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}
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