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made image automatically set its area dirty when necessary

This commit is contained in:
Ellpeck 2019-09-11 21:01:08 +02:00
parent 3b76ff1f2a
commit 3f66430d90

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@ -8,28 +8,47 @@ namespace MLEM.Ui.Elements {
public class Image : Element {
public Color Color = Color.White;
public TextureRegion Texture;
public bool ScaleToImage;
private TextureRegion texture;
public TextureRegion Texture {
get => this.texture;
set {
if (this.texture != value) {
this.texture = value;
if (this.scaleToImage)
this.SetAreaDirty();
}
}
}
private bool scaleToImage;
public bool ScaleToImage {
get => this.scaleToImage;
set {
if (this.scaleToImage != value) {
this.scaleToImage = value;
this.SetAreaDirty();
}
}
}
public bool MaintainImageAspect = true;
public Image(Anchor anchor, Vector2 size, TextureRegion texture, bool scaleToImage = false) : base(anchor, size) {
this.Texture = texture;
this.ScaleToImage = scaleToImage;
this.texture = texture;
this.scaleToImage = scaleToImage;
this.CanBeSelected = false;
this.CanBeMoused = false;
}
protected override Point CalcActualSize(Rectangle parentArea) {
return this.ScaleToImage ? this.Texture.Size : base.CalcActualSize(parentArea);
return this.scaleToImage ? this.texture.Size : base.CalcActualSize(parentArea);
}
public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
if (this.MaintainImageAspect) {
var scale = Math.Min(this.DisplayArea.Width / (float) this.Texture.Width, this.DisplayArea.Height / (float) 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.ToVector2() + imageOffset, this.Color * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
var scale = Math.Min(this.DisplayArea.Width / (float) this.texture.Width, this.DisplayArea.Height / (float) 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.ToVector2() + imageOffset, this.Color * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
} else {
batch.Draw(this.Texture, this.DisplayArea, this.Color * alpha);
batch.Draw(this.texture, this.DisplayArea, this.Color * alpha);
}
base.Draw(time, batch, alpha);
}