mirror of
https://github.com/Ellpeck/MLEM.git
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208 lines
9.7 KiB
C#
208 lines
9.7 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.Graphics;
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using MLEM.Maths;
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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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/// An image element to be used inside of a <see cref="UiSystem"/>.
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/// An image is simply an element that displays a supplied <see cref="TextureRegion"/> and optionally allows for the texture region to remain at its original aspect ratio, regardless of the element's size.
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/// </summary>
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public class Image : Element {
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/// <summary>
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/// The color to render the image at
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/// </summary>
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public StyleProp<Color> Color;
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/// <summary>
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/// A callback to retrieve the <see cref="TextureRegion"/> that this image should render.
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/// This can be used if the image changes frequently.
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/// </summary>
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public TextureCallback GetTextureCallback;
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/// <summary>
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/// The texture that this <see cref="TextureRegion"/> should render
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/// </summary>
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public TextureRegion Texture {
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get {
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this.CheckTextureChange();
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return this.displayedTexture;
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}
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set {
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this.explicitlySetTexture = value;
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this.CheckTextureChange();
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}
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}
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/// <summary>
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/// Whether this image element's <see cref="Element.Size"/> should be based on the size of the <see cref="TextureRegion"/> given.
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/// Note that, when scaling to the image's size, the <see cref="Element.Scale"/> is also taken into account.
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/// </summary>
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public bool ScaleToImage {
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get => this.scaleToImage;
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set {
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if (this.scaleToImage != value) {
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this.scaleToImage = value;
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this.SetAreaDirty();
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}
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}
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}
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/// <summary>
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/// Whether to cause the <see cref="TextureRegion"/> to be rendered at its proper aspect ratio.
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/// If this is false, the image will be stretched according to this component's size.
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/// </summary>
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public bool MaintainImageAspect = true;
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/// <summary>
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/// The <see cref="SpriteEffects"/> that the texture should be rendered with
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/// </summary>
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public SpriteEffects ImageEffects = SpriteEffects.None;
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/// <summary>
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/// The scale that the image should be rendered with
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/// </summary>
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public Vector2 ImageScale = Vector2.One;
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/// <summary>
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/// The rotation that the image should be rendered with.
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/// Note that increased rotation does not increase this component's size, even if the rotated texture would go out of bounds of this component.
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/// </summary>
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public float ImageRotation;
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/// <summary>
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/// Whether this image's width should automatically be calculated based on this image's calculated height in relation to its <see cref="Texture"/>'s aspect ratio.
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/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's width.
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/// </summary>
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public bool SetWidthBasedOnAspect {
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get => this.setWidthBasedOnAspect;
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set {
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if (this.setWidthBasedOnAspect != value) {
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this.setWidthBasedOnAspect = value;
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this.SetAreaDirty();
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}
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}
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}
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/// <summary>
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/// Whether this image's height should automatically be calculated based on this image's calculated width in relation to its <see cref="Texture"/>'s aspect ratio.
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/// This behavior is useful if an image should take up a certain width, but the aspect ratio of its texture can vary and the image should not take up more height than is necessary.
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/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's height.
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/// </summary>
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public bool SetHeightBasedOnAspect {
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get => this.setHeightBasedOnAspect;
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set {
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if (this.setHeightBasedOnAspect != value) {
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this.setHeightBasedOnAspect = value;
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this.SetAreaDirty();
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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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private bool scaleToImage;
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private bool setWidthBasedOnAspect;
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private bool setHeightBasedOnAspect;
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private TextureRegion explicitlySetTexture;
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private TextureRegion displayedTexture;
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/// <summary>
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/// Creates a new image with the given settings
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/// </summary>
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/// <param name="anchor">The image's anchor</param>
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/// <param name="size">The image's size</param>
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/// <param name="texture">The texture the image should render</param>
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/// <param name="scaleToImage">Whether this image's size should be based on the texture's size</param>
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public Image(Anchor anchor, Vector2 size, TextureRegion texture, bool scaleToImage = false) : base(anchor, size) {
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this.Texture = texture;
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this.ScaleToImage = scaleToImage;
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this.CanBeSelected = false;
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this.CanBeMoused = false;
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}
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/// <inheritdoc cref="Image(Anchor,Vector2,TextureRegion,bool)"/>
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public Image(Anchor anchor, Vector2 size, TextureCallback getTextureCallback, bool scaleToImage = false) : base(anchor, size) {
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this.GetTextureCallback = getTextureCallback;
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this.Texture = getTextureCallback(this);
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this.ScaleToImage = scaleToImage;
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this.CanBeSelected = false;
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this.CanBeMoused = false;
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}
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/// <inheritdoc />
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protected override Vector2 CalcActualSize(RectangleF parentArea) {
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var ret = base.CalcActualSize(parentArea);
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if (this.Texture != null) {
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if (this.ScaleToImage)
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ret = this.Texture.Size.ToVector2() * this.Scale;
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if (this.SetWidthBasedOnAspect)
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ret.X = ret.Y * this.Texture.Width / this.Texture.Height + this.ScaledAutoSizeAddedAbsolute.X;
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if (this.SetHeightBasedOnAspect)
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ret.Y = ret.X * this.Texture.Height / this.Texture.Width + this.ScaledAutoSizeAddedAbsolute.Y;
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} else {
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// if we don't have a texture and we auto-set width or height, calculate as if we had a texture with a size of 0
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if (this.SetWidthBasedOnAspect)
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ret.X = this.ScaledAutoSizeAddedAbsolute.X;
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if (this.SetHeightBasedOnAspect)
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ret.Y = this.ScaledAutoSizeAddedAbsolute.Y;
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}
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return ret;
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}
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/// <inheritdoc />
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public override void Update(GameTime time) {
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this.CheckTextureChange();
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base.Update(time);
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}
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/// <inheritdoc />
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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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var scale = Math.Min(this.DisplayArea.Width / this.Texture.Width, this.DisplayArea.Height / this.Texture.Height);
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var imageOffset = new Vector2(this.DisplayArea.Width / 2F - this.Texture.Width * scale / 2, this.DisplayArea.Height / 2F - this.Texture.Height * scale / 2);
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batch.Draw(this.Texture, this.DisplayArea.Location + center * scale + imageOffset, color, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
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} else {
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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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private void CheckTextureChange() {
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var newTexture = this.GetTextureCallback?.Invoke(this) ?? this.explicitlySetTexture;
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if (this.displayedTexture == newTexture)
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return;
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var nullChanged = this.displayedTexture == null != (newTexture == null);
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this.displayedTexture = newTexture;
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if (nullChanged || this.ScaleToImage || this.SetWidthBasedOnAspect || this.SetHeightBasedOnAspect)
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this.SetAreaDirty();
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}
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/// <summary>
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/// A delegate method used for <see cref="Image.GetTextureCallback"/>
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/// </summary>
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/// <param name="image">The current image element</param>
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public delegate TextureRegion TextureCallback(Image image);
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}
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}
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