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 {
///
/// A progress bar element to use inside of a .
/// A progress bar is an element that fills up a bar based on a given percentage.
///
public class ProgressBar : Element {
///
/// The background texture that this progress bar should render
///
public StyleProp Texture;
///
/// The color that this progress bar's should render with
///
public StyleProp Color;
///
/// The padding that this progress bar's should have.
/// The padding is the amount of pixels that the progress texture is away from the borders of the progress bar.
///
public StyleProp ProgressPadding;
///
/// The texture that this progress bar's progress should render
///
public StyleProp ProgressTexture;
///
/// The color that this progress bar's is rendered with.
///
public StyleProp ProgressColor;
///
/// The direction that this progress bar goes in.
/// Note that only directions are supported.
///
public Direction2 Direction;
///
/// The maximum value that this progress bar should be able to have.
///
public float MaxValue;
///
/// The current value that this progress bar has.
/// This value is always between 0 and .
///
public float CurrentValue {
get => this.currentValue;
set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
}
private float currentValue;
///
/// Creates a new progress bar with the given settings
///
/// The progress bar's anchor
/// The size of the progress bar
/// The direction that the progress bar goes into
/// The progress bar's maximum value
/// The progress bar's current value
/// If the provided direction is not
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;
}
///
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
batch.Draw(this.Texture, this.DisplayArea, (Color) this.Color * alpha, this.Scale);
var percentage = this.CurrentValue / this.MaxValue;
var padHor = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Width * this.Scale : 0;
var padVer = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Height * this.Scale : 0;
var width = percentage * (this.DisplayArea.Width - padHor) + padHor;
var height = percentage * (this.DisplayArea.Height - padVer) + padVer;
RectangleF progressArea;
switch (this.Direction) {
case Direction2.Up:
progressArea = new RectangleF(this.DisplayArea.X,
this.DisplayArea.Y + (this.DisplayArea.Height - height),
this.DisplayArea.Width, height);
break;
case Direction2.Down:
progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(this.DisplayArea.Width, height));
break;
case Direction2.Left:
progressArea = new RectangleF(
this.DisplayArea.X + (this.DisplayArea.Width - width),
this.DisplayArea.Y, width, this.DisplayArea.Height);
break;
default: // Right
progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(width, this.DisplayArea.Height));
break;
}
var offsetArea = progressArea.Shrink(this.ProgressPadding.Value * this.Scale);
if (this.ProgressTexture.HasValue()) {
batch.Draw(this.ProgressTexture, offsetArea, (Color) this.ProgressColor * alpha, this.Scale);
} else {
batch.Draw(batch.GetBlankTexture(), offsetArea, (Color) this.ProgressColor * alpha);
}
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
}
///
protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.Texture.SetFromStyle(style.ProgressBarTexture);
this.Color.SetFromStyle(style.ProgressBarColor);
this.ProgressPadding.SetFromStyle(style.ProgressBarProgressPadding);
this.ProgressTexture.SetFromStyle(style.ProgressBarProgressTexture);
this.ProgressColor.SetFromStyle(style.ProgressBarProgressColor);
}
}
}