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MLEM/MLEM.Ui/Elements/Image.cs

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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.Graphics;
using MLEM.Maths;
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using MLEM.Textures;
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>
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>
public TextureRegion Texture {
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get {
this.CheckTextureChange();
return this.displayedTexture;
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}
set {
this.explicitlySetTexture = value;
this.CheckTextureChange();
}
}
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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.
/// Note that, when scaling to the image's size, the <see cref="Element.Scale"/> is also taken into account.
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/// </summary>
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;
/// <summary>
/// Whether this image's width should automatically be calculated based on this image's calculated height in relation to its <see cref="Texture"/>'s aspect ratio.
/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's width.
/// </summary>
public bool SetWidthBasedOnAspect {
get => this.setWidthBasedOnAspect;
set {
if (this.setWidthBasedOnAspect != value) {
this.setWidthBasedOnAspect = value;
this.SetAreaDirty();
}
}
}
/// <summary>
/// Whether this image's height should automatically be calculated based on this image's calculated width in relation to its <see cref="Texture"/>'s aspect ratio.
/// This behavior is useful if an image should take up a certain width, but the aspect ratio of its texture can vary and the image should not take up more height than is necessary.
/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's height.
/// </summary>
public bool SetHeightBasedOnAspect {
get => this.setHeightBasedOnAspect;
set {
if (this.setHeightBasedOnAspect != value) {
this.setHeightBasedOnAspect = value;
this.SetAreaDirty();
}
}
}
/// <summary>
/// The sampler state that this image's <see cref="Texture"/> should be drawn with.
/// If this is <see langword="null"/>, the current <see cref="SpriteBatchContext"/>'s <see cref="SpriteBatchContext.SamplerState"/> will be used, which will likely be the same as <see cref="UiSystem.SpriteBatchContext"/>.
/// </summary>
public SamplerState SamplerState;
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/// <inheritdoc />
public override bool IsHidden => base.IsHidden || this.Texture == null;
private bool scaleToImage;
private bool setWidthBasedOnAspect;
private bool setHeightBasedOnAspect;
private TextureRegion explicitlySetTexture;
private TextureRegion displayedTexture;
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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;
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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);
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 />
protected override Vector2 CalcActualSize(RectangleF parentArea) {
var ret = base.CalcActualSize(parentArea);
if (this.Texture != null) {
if (this.ScaleToImage)
ret = this.Texture.Size.ToVector2() * this.Scale;
if (this.SetWidthBasedOnAspect)
ret.X = ret.Y * this.Texture.Width / this.Texture.Height + this.ScaledAutoSizeAddedAbsolute.X;
if (this.SetHeightBasedOnAspect)
ret.Y = ret.X * this.Texture.Height / this.Texture.Width + this.ScaledAutoSizeAddedAbsolute.Y;
} else {
// if we don't have a texture and we auto-set width or height, calculate as if we had a texture with a size of 0
if (this.SetWidthBasedOnAspect)
ret.X = this.ScaledAutoSizeAddedAbsolute.X;
if (this.SetHeightBasedOnAspect)
ret.Y = this.ScaledAutoSizeAddedAbsolute.Y;
}
return ret;
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}
/// <inheritdoc />
public override void Update(GameTime time) {
this.CheckTextureChange();
base.Update(time);
}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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if (this.Texture == null)
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return;
if (this.SamplerState != null) {
batch.End();
var localContext = context;
localContext.SamplerState = this.SamplerState;
batch.Begin(localContext);
}
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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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}
if (this.SamplerState != null) {
batch.End();
batch.Begin(context);
}
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base.Draw(time, batch, alpha, context);
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}
private void CheckTextureChange() {
var newTexture = this.GetTextureCallback?.Invoke(this) ?? this.explicitlySetTexture;
if (this.displayedTexture == newTexture)
return;
var nullChanged = this.displayedTexture == null != (newTexture == null);
this.displayedTexture = newTexture;
if (nullChanged || this.ScaleToImage || this.SetWidthBasedOnAspect || this.SetHeightBasedOnAspect)
this.SetAreaDirty();
}
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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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}
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}