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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 {
public class ProgressBar : Element {
public NinePatch Texture;
public Color Color;
public Point ProgressPadding;
public NinePatch ProgressTexture;
public Color ProgressColor;
public Direction2 Direction;
public float MaxValue;
private float currentValue;
public float CurrentValue {
get => this.currentValue;
set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
}
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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}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha, this.Scale);
var percentage = this.CurrentValue / this.MaxValue;
var width = (percentage * this.DisplayArea.Width).Floor();
var height = (percentage * this.DisplayArea.Height).Floor();
Rectangle progressArea;
switch (this.Direction) {
case Direction2.Up:
progressArea = new Rectangle(this.DisplayArea.X,
this.DisplayArea.Y + (this.DisplayArea.Height - height),
this.DisplayArea.Width, height);
break;
case Direction2.Down:
progressArea = new Rectangle(this.DisplayArea.Location, new Point(this.DisplayArea.Width, height));
break;
case Direction2.Left:
progressArea = new Rectangle(
this.DisplayArea.X + (this.DisplayArea.Width - width),
this.DisplayArea.Y, width, this.DisplayArea.Height);
break;
default: // Right
progressArea = new Rectangle(this.DisplayArea.Location, new Point(width, this.DisplayArea.Height));
break;
}
var offsetArea = progressArea.Shrink(this.ProgressPadding.Multiply(this.Scale));
if (this.ProgressTexture != null) {
batch.Draw(this.ProgressTexture, offsetArea, this.ProgressColor * alpha, this.Scale);
} else {
batch.Draw(batch.GetBlankTexture(), offsetArea, this.ProgressColor * alpha);
}
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.Texture = style.ProgressBarTexture;
this.Color = style.ProgressBarColor;
this.ProgressPadding = style.ProgressBarProgressPadding;
this.ProgressTexture = style.ProgressBarProgressTexture;
this.ProgressColor = style.ProgressBarProgressColor;
}
}
}