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123 lines
No EOL
5.9 KiB
C#
123 lines
No EOL
5.9 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A progress bar element to use inside of a <see cref="UiSystem"/>.
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/// A progress bar is an element that fills up a bar based on a given <see cref="currentValue"/> percentage.
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/// </summary>
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public class ProgressBar : Element {
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/// <summary>
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/// The background texture that this progress bar should render
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/// </summary>
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public StyleProp<NinePatch> Texture;
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/// <summary>
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/// The color that this progress bar's <see cref="Texture"/> should render with
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/// </summary>
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public StyleProp<Color> Color;
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/// <summary>
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/// The padding that this progress bar's <see cref="ProgressTexture"/> should have.
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/// The padding is the amount of pixels that the progress texture is away from the borders of the progress bar.
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/// </summary>
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public StyleProp<Vector2> ProgressPadding;
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/// <summary>
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/// The texture that this progress bar's progress should render
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/// </summary>
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public StyleProp<NinePatch> ProgressTexture;
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/// <summary>
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/// The color that this progress bar's <see cref="ProgressTexture"/> is rendered with.
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/// </summary>
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public StyleProp<Color> ProgressColor;
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/// <summary>
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/// The direction that this progress bar goes in.
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/// Note that only <see cref="Direction2Helper.Adjacent"/> directions are supported.
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/// </summary>
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public Direction2 Direction;
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/// <summary>
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/// The maximum value that this progress bar should be able to have.
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/// </summary>
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public float MaxValue;
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private float currentValue;
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/// <summary>
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/// The current value that this progress bar has.
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/// This value is always between 0 and <see cref="MaxValue"/>.
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/// </summary>
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public float CurrentValue {
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get => this.currentValue;
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set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
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}
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/// <summary>
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/// Creates a new progress bar with the given settings
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/// </summary>
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/// <param name="anchor">The progress bar's anchor</param>
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/// <param name="size">The size of the progress bar</param>
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/// <param name="direction">The direction that the progress bar goes into</param>
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/// <param name="maxValue">The progress bar's maximum value</param>
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/// <param name="currentValue">The progress bar's current value</param>
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/// <exception cref="NotSupportedException">If the provided direction is not <see cref="Direction2Helper.IsAdjacent"/></exception>
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public ProgressBar(Anchor anchor, Vector2 size, Direction2 direction, float maxValue, float currentValue = 0) : base(anchor, size) {
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if (!direction.IsAdjacent())
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throw new NotSupportedException("Progress bars only support Up, Down, Left and Right directions");
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this.Direction = direction;
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this.MaxValue = maxValue;
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this.currentValue = currentValue;
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this.CanBeSelected = false;
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, (Color) this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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var padHor = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Width * this.Scale : 0;
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var padVer = this.ProgressTexture.HasValue() ? this.ProgressTexture.Value.Padding.Height * this.Scale : 0;
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var width = percentage * (this.DisplayArea.Width - padHor) + padHor;
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var height = percentage * (this.DisplayArea.Height - padVer) + padVer;
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RectangleF progressArea;
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switch (this.Direction) {
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case Direction2.Up:
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progressArea = new RectangleF(this.DisplayArea.X,
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this.DisplayArea.Y + (this.DisplayArea.Height - height),
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this.DisplayArea.Width, height);
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break;
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case Direction2.Down:
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progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(this.DisplayArea.Width, height));
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break;
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case Direction2.Left:
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progressArea = new RectangleF(
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this.DisplayArea.X + (this.DisplayArea.Width - width),
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this.DisplayArea.Y, width, this.DisplayArea.Height);
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break;
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default: // Right
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progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(width, this.DisplayArea.Height));
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break;
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}
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var offsetArea = progressArea.Shrink(this.ProgressPadding.Value * this.Scale);
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if (this.ProgressTexture.HasValue()) {
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batch.Draw(this.ProgressTexture, offsetArea, (Color) this.ProgressColor * alpha, this.Scale);
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} else {
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batch.Draw(batch.GetBlankTexture(), offsetArea, (Color) this.ProgressColor * alpha);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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/// <inheritdoc />
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protected override void InitStyle(UiStyle style) {
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base.InitStyle(style);
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this.Texture.SetFromStyle(style.ProgressBarTexture);
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this.Color.SetFromStyle(style.ProgressBarColor);
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this.ProgressPadding.SetFromStyle(style.ProgressBarProgressPadding);
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this.ProgressTexture.SetFromStyle(style.ProgressBarProgressTexture);
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this.ProgressColor.SetFromStyle(style.ProgressBarProgressColor);
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}
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}
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} |