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Added the ability to set a custom SamplerState for images
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2 changed files with 20 additions and 0 deletions
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@ -34,6 +34,7 @@ Fixes
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Additions
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- Added UiControls.NavType, which stores the most recently used type of ui navigation
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- Added SetWidthBasedOnAspect and SetHeightBasedOnAspect to images
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- Added the ability to set a custom SamplerState for images
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Improvements
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- Allow scrolling panels to contain other scrolling panels
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@ -96,6 +96,11 @@ namespace MLEM.Ui.Elements {
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}
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}
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}
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/// <summary>
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/// The sampler state that this image's <see cref="Texture"/> should be drawn with.
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/// 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"/>.
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/// </summary>
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public SamplerState SamplerState;
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/// <inheritdoc />
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public override bool IsHidden => base.IsHidden || this.Texture == null;
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@ -153,6 +158,14 @@ namespace MLEM.Ui.Elements {
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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;
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if (this.SamplerState != null) {
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batch.End();
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var localContext = context;
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localContext.SamplerState = this.SamplerState;
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batch.Begin(localContext);
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}
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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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@ -163,6 +176,12 @@ namespace MLEM.Ui.Elements {
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var scale = new Vector2(1F / this.Texture.Width, 1F / this.Texture.Height) * this.DisplayArea.Size;
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batch.Draw(this.Texture, this.DisplayArea.Location + center * scale, color, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
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}
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if (this.SamplerState != null) {
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batch.End();
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batch.Begin(context);
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}
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base.Draw(time, batch, alpha, context);
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}
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