using System.Linq; using System.Reflection; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Extensions; using MLEM.Misc; using MLEM.Startup; using MLEM.Ui; using MLEM.Ui.Elements; namespace Demos { public class EasingsDemo : Demo { private static readonly FieldInfo[] EasingFields = typeof(Easings) .GetFields(BindingFlags.Public | BindingFlags.Static).ToArray(); private static readonly Easings.Easing[] Easings = EasingFields .Select(f => (Easings.Easing) f.GetValue(null)).ToArray(); private Group group; private int current; private float progress; public EasingsDemo(MlemGame game) : base(game) { } public override void LoadContent() { base.LoadContent(); this.group = new Group(Anchor.TopCenter, Vector2.One) {CanBeMoused = false}; this.group.AddChild(new Button(Anchor.AutoCenter, new Vector2(30, 10), "Next") { OnPressed = e => { this.current = (this.current + 1) % Easings.Length; this.progress = 0; } }); this.group.AddChild(new Paragraph(Anchor.AutoCenter, 1, p => EasingFields[this.current].Name, true)); this.UiRoot.AddChild(this.group); } public override void Clear() { this.group.Parent.RemoveChild(this.group); } public override void DoDraw(GameTime time) { this.GraphicsDevice.Clear(Color.CornflowerBlue); base.DoDraw(time); this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp); var view = this.GraphicsDevice.Viewport; // graph the easing function var graphEase = Easings[this.current].ScaleInput(0, view.Width).ScaleOutput(-view.Height / 3, view.Height / 3); for (var x = 0; x < view.Width; x++) { var area = new RectangleF(x - 2, view.Height / 2 - graphEase(x) - 2, 4, 4); this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), area, Color.Green); } // draw a little dot to show what it would look like this.progress = (this.progress + (float) time.ElapsedGameTime.TotalSeconds / 2) % 1; var dotEase = Easings[this.current].AndReverse().ScaleOutput(0, view.Height / 4); var pos = new RectangleF(view.Width / 2 - 4, view.Height - 20 - dotEase(this.progress), 8, 8); this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), pos, Color.Red); this.SpriteBatch.End(); } } }