using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Xml.Linq; namespace Barotrauma { public class UISprite { public Sprite Sprite { get; private set; } public bool Tile { get; private set; } public bool Slice { get; set; } public Rectangle[] Slices { get; set; } public bool MaintainAspectRatio { get; private set; } public UISprite(XElement element) { Sprite = new Sprite(element); MaintainAspectRatio = element.GetAttributeBool("maintainaspectratio", false); Tile = element.GetAttributeBool("tile", true); Vector4 sliceVec = element.GetAttributeVector4("slice", Vector4.Zero); if (sliceVec != Vector4.Zero) { Rectangle slice = new Rectangle((int)sliceVec.X, (int)sliceVec.Y, (int)(sliceVec.Z - sliceVec.X), (int)(sliceVec.W - sliceVec.Y)); Slice = true; Slices = new Rectangle[9]; //top-left Slices[0] = new Rectangle(Sprite.SourceRect.Location, slice.Location - Sprite.SourceRect.Location); //top-mid Slices[1] = new Rectangle(slice.Location.X, Slices[0].Y, slice.Width, Slices[0].Height); //top-right Slices[2] = new Rectangle(slice.Right, Slices[0].Y, Sprite.SourceRect.Right - slice.Right, Slices[0].Height); //mid-left Slices[3] = new Rectangle(Slices[0].X, slice.Y, Slices[0].Width, slice.Height); //center Slices[4] = slice; //mid-right Slices[5] = new Rectangle(Slices[2].X, slice.Y, Slices[2].Width, slice.Height); //bottom-left Slices[6] = new Rectangle(Slices[0].X, slice.Bottom, Slices[0].Width, Sprite.SourceRect.Bottom - slice.Bottom); //bottom-mid Slices[7] = new Rectangle(Slices[1].X, slice.Bottom, Slices[1].Width, Sprite.SourceRect.Bottom - slice.Bottom); //bottom-right Slices[8] = new Rectangle(Slices[2].X, slice.Bottom, Slices[2].Width, Sprite.SourceRect.Bottom - slice.Bottom); } } public void Draw(SpriteBatch spriteBatch, Rectangle rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None) { if (Sprite.Texture == null) { GUI.DrawRectangle(spriteBatch, rect, Color.Magenta); return; } if (Slice) { Vector2 pos = new Vector2(rect.X, rect.Y); int centerWidth = Math.Max(rect.Width - Slices[0].Width - Slices[2].Width, 0); int centerHeight = Math.Max(rect.Height - Slices[0].Height - Slices[8].Height, 0); Vector2 scale = Vector2.One; if (centerHeight == 0) { scale.Y = MathHelper.Clamp((float)rect.Height / (Slices[0].Height + Slices[3].Height + Slices[6].Height), 0, 1); centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale.Y); } else { scale.Y = MathHelper.Clamp((float)rect.Height / (Slices[0].Height + Slices[6].Height), 0, 1); centerHeight = (int)(centerHeight * scale.Y); } if (centerWidth == 0) { scale.X = MathHelper.Clamp((float)rect.Height / (Slices[0].Width + Slices[1].Width + Slices[2].Width), 0, 1); centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale.X); } else { scale.X = MathHelper.Clamp((float)rect.Width / (Slices[0].Width + Slices[2].Width), 0, 1); centerWidth = (int)(centerWidth * scale.X); } for (int x = 0; x < 3; x++) { float width = (x == 1 ? centerWidth : Slices[x].Width * scale.X); for (int y = 0; y < 3; y++) { float height = (y == 1 ? centerHeight : Slices[x + y * 3].Height * scale.Y); spriteBatch.Draw(Sprite.Texture, new Rectangle((int)pos.X, (int)pos.Y, (int)width, (int)height), Slices[x + y * 3], color); pos.Y += height; } pos.X += width; pos.Y = rect.Y; } } else if (Tile) { Vector2 startPos = new Vector2(rect.X, rect.Y); Sprite.DrawTiled(spriteBatch, startPos, new Vector2(rect.Width, rect.Height), null, color); } else { if (MaintainAspectRatio) { float scale = Math.Min((float)rect.Width / Sprite.SourceRect.Width, (float)rect.Height / Sprite.SourceRect.Height); spriteBatch.Draw(Sprite.Texture, rect.Center.ToVector2(), Sprite.SourceRect, color, rotation: 0.0f, origin: Sprite.size / 2.0f, scale: scale, effects: spriteEffects, layerDepth: 0.0f); } else { spriteBatch.Draw(Sprite.Texture, rect, Sprite.SourceRect, color, 0, Vector2.Zero, spriteEffects, 0); } } } } }