1
0
Fork 0
mirror of https://github.com/Ellpeck/MLEM.git synced 2024-11-05 06:49:09 +01:00
MLEM/MLEM.Ui/UiAnimation.cs
2023-06-14 10:21:32 +02:00

86 lines
4.3 KiB
C#

using System;
using Microsoft.Xna.Framework;
using MLEM.Misc;
using MLEM.Ui.Elements;
namespace MLEM.Ui {
/// <summary>
/// A ui animation is a simple timed event that an <see cref="Element"/> in a <see cref="UiSystem"/> can use to play a visual or other type of animation.
/// To use ui animations, you can use <see cref="Element.PlayAnimation"/>, or one of the built-in style properties like <see cref="Element.MouseEnterAnimation"/> or <see cref="Element.MouseExitAnimation"/>.
/// </summary>
public class UiAnimation : GenericDataHolder {
/// <summary>
/// The total time that this ui animation plays for.
/// </summary>
public readonly TimeSpan TotalTime;
/// <summary>
/// The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.
/// </summary>
public readonly AnimationFunction Function;
/// <summary>
/// An event that is raised when this ui animation is (re)started in <see cref="Update"/>.
/// </summary>
public Action<UiAnimation, Element> Started;
/// <summary>
/// An event that is raised when this ui animation is stopped or finished through <see cref="OnFinished"/>.
/// </summary>
public Action<UiAnimation, Element> Finished;
/// <summary>
/// The current time that this ui animation has been playing for, out of the <see cref="TotalTime"/>.
/// </summary>
public TimeSpan CurrentTime { get; private set; }
/// <summary>
/// Creates a new ui animation with the given settings.
/// </summary>
/// <param name="seconds">The amount of seconds that this ui animation should play for.</param>
/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
public UiAnimation(double seconds, AnimationFunction function) : this(TimeSpan.FromSeconds(seconds), function) {}
/// <summary>
/// Creates a new ui animation with the given settings.
/// </summary>
/// <param name="totalTime">The <see cref="TotalTime"/> that this ui animation should play for.</param>
/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
public UiAnimation(TimeSpan totalTime, AnimationFunction function) {
this.TotalTime = totalTime;
this.Function = function;
}
/// <summary>
/// Updates this ui animation, invoking its <see cref="Started"/> event if necessary, increasing its <see cref="CurrentTime"/> and invoking its <see cref="Function"/>.
/// This method is called by an <see cref="Element"/> in <see cref="Element.Update"/>.
/// </summary>
/// <param name="element">The element that this ui animation is attached to.</param>
/// <param name="time">The game's current time.</param>
/// <returns>Whether this animation is ready to finish, that is, if its <see cref="CurrentTime"/> is greater than or equal to its <see cref="TotalTime"/>.</returns>
public virtual bool Update(Element element, GameTime time) {
if (this.CurrentTime <= TimeSpan.Zero)
this.Started?.Invoke(this, element);
this.CurrentTime += time.ElapsedGameTime;
this.Function?.Invoke(this, element, this.CurrentTime.Ticks / (float) this.TotalTime.Ticks);
return this.CurrentTime >= this.TotalTime;
}
/// <summary>
/// Causes this ui animation's <see cref="Finished"/> event to be raised, and sets the <see cref="CurrentTime"/> to <see cref="TimeSpan.Zero"/>.
/// This allows the animation to play from the start again.
/// This method is invoked automatically when <see cref="Update"/> returns <see langword="true"/> in <see cref="Element.Update"/>, as well as in <see cref="Element.StopAnimation"/>.
/// </summary>
/// <param name="element"></param>
public virtual void OnFinished(Element element) {
this.Finished?.Invoke(this, element);
this.CurrentTime = TimeSpan.Zero;
}
/// <summary>
/// A delegate method used by <see cref="UiAnimation.Function"/>.
/// </summary>
public delegate void AnimationFunction(UiAnimation animation, Element element, float timePercentage);
}
}