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MLEM/MLEM.Ui/Elements/ProgressBar.cs

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
using MLEM.Textures;
using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
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/// <summary>
/// A progress bar element to use inside of a <see cref="UiSystem"/>.
/// A progress bar is an element that fills up a bar based on a given <see cref="currentValue"/> percentage.
/// </summary>
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public class ProgressBar : Element {
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/// <summary>
/// The background texture that this progress bar should render
/// </summary>
public StyleProp<NinePatch> Texture;
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/// <summary>
/// The color that this progress bar's <see cref="Texture"/> should render with
/// </summary>
public StyleProp<Color> Color;
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/// <summary>
/// The padding that this progress bar's <see cref="ProgressTexture"/> should have.
/// The padding is the amount of pixels that the progress texture is away from the borders of the progress bar.
/// </summary>
public StyleProp<Vector2> ProgressPadding;
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/// <summary>
/// The texture that this progress bar's progress should render
/// </summary>
public StyleProp<NinePatch> ProgressTexture;
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/// <summary>
/// The color that this progress bar's <see cref="ProgressTexture"/> is rendered with.
/// </summary>
public StyleProp<Color> ProgressColor;
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/// <summary>
/// The direction that this progress bar goes in.
/// Note that only <see cref="Direction2Helper.Adjacent"/> directions are supported.
/// </summary>
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public Direction2 Direction;
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/// <summary>
/// The maximum value that this progress bar should be able to have.
/// </summary>
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public float MaxValue;
private float currentValue;
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/// <summary>
/// The current value that this progress bar has.
/// This value is always between 0 and <see cref="MaxValue"/>.
/// </summary>
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public float CurrentValue {
get => this.currentValue;
set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
}
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/// <summary>
/// Creates a new progress bar with the given settings
/// </summary>
/// <param name="anchor">The progress bar's anchor</param>
/// <param name="size">The size of the progress bar</param>
/// <param name="direction">The direction that the progress bar goes into</param>
/// <param name="maxValue">The progress bar's maximum value</param>
/// <param name="currentValue">The progress bar's current value</param>
/// <exception cref="NotSupportedException">If the provided direction is not <see cref="Direction2Helper.IsAdjacent"/></exception>
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public ProgressBar(Anchor anchor, Vector2 size, Direction2 direction, float maxValue, float currentValue = 0) : base(anchor, size) {
if (!direction.IsAdjacent())
throw new NotSupportedException("Progress bars only support Up, Down, Left and Right directions");
this.Direction = direction;
this.MaxValue = maxValue;
this.currentValue = currentValue;
this.CanBeSelected = false;
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}
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/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
batch.Draw(this.Texture, this.DisplayArea, (Color) this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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var padHor = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Width * this.Scale : 0;
var padVer = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Height * this.Scale : 0;
var width = percentage * (this.DisplayArea.Width - padHor) + padHor;
var height = percentage * (this.DisplayArea.Height - padVer) + padVer;
RectangleF progressArea;
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switch (this.Direction) {
case Direction2.Up:
progressArea = new RectangleF(this.DisplayArea.X,
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this.DisplayArea.Y + (this.DisplayArea.Height - height),
this.DisplayArea.Width, height);
break;
case Direction2.Down:
progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(this.DisplayArea.Width, height));
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break;
case Direction2.Left:
progressArea = new RectangleF(
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this.DisplayArea.X + (this.DisplayArea.Width - width),
this.DisplayArea.Y, width, this.DisplayArea.Height);
break;
default: // Right
progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(width, this.DisplayArea.Height));
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break;
}
var offsetArea = progressArea.Shrink(this.ProgressPadding.Value * this.Scale);
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if (this.ProgressTexture.HasValue()) {
batch.Draw(this.ProgressTexture, offsetArea, (Color) this.ProgressColor * alpha, this.Scale);
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} else {
batch.Draw(batch.GetBlankTexture(), offsetArea, (Color) this.ProgressColor * alpha);
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}
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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/// <inheritdoc />
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protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.Texture.SetFromStyle(style.ProgressBarTexture);
this.Color.SetFromStyle(style.ProgressBarColor);
this.ProgressPadding.SetFromStyle(style.ProgressBarProgressPadding);
this.ProgressTexture.SetFromStyle(style.ProgressBarProgressTexture);
this.ProgressColor.SetFromStyle(style.ProgressBarProgressColor);
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}
}
}