Files
LuaCsForBarotraumaEP/Subsurface/GUI/GUIComponent.cs

251 lines
6.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using EventInput;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
abstract class GUIComponent
{
public static GUIComponent MouseOn;
public enum ComponentState { None, Hover, Selected};
protected Alignment alignment;
protected static KeyboardDispatcher keyboardDispatcher;
protected object userData;
protected Rectangle rect;
protected Vector4 padding;
protected Color color;
protected Color hoverColor;
protected Color selectedColor;
protected GUIComponent parent;
public List<GUIComponent> children;
protected ComponentState state;
protected float alpha;
public GUIComponent Parent
{
get { return parent; }
}
public Rectangle Rect
{
get { return rect; }
set
{
int prevX = rect.X, prevY = rect.Y;
int prevWidth = rect.Width, prevHeight = rect.Height;
rect = value;
if (prevX == rect.X && prevY == rect.Y && rect.Width == prevWidth && rect.Height == prevHeight) return;
foreach (GUIComponent child in children)
{
child.Rect = new Rectangle(
child.rect.X + (rect.X - prevX),
child.rect.Y + (rect.Y - prevY),
Math.Max(child.rect.Width + (rect.Width - prevWidth),0),
Math.Max(child.rect.Height + (rect.Height - prevHeight),0));
}
}
}
public ComponentState State
{
get { return state; }
set { state = value; }
}
public object UserData
{
get { return userData; }
set { userData = value; }
}
public virtual Vector4 Padding
{
get { return padding; }
set { padding = value; }
}
public int CountChildren
{
get { return children.Count(); }
}
public virtual Color Color
{
get { return color; }
set { color = value; }
}
public Color HoverColor
{
get { return hoverColor; }
set { hoverColor = value; }
}
public Color SelectedColor
{
get { return selectedColor; }
set { selectedColor = value; }
}
public float Alpha
{
get
{
return alpha;
}
set
{
alpha = MathHelper.Clamp(value, 0.0f, 1.0f);
foreach (GUIComponent child in children)
{
child.Alpha = value;
}
}
}
protected GUIComponent()
{
alpha = 1.0f;
children = new List<GUIComponent>();
}
public static void Init(GameWindow window)
{
keyboardDispatcher = new KeyboardDispatcher(window);
}
public GUIComponent GetChild(object obj)
{
foreach (GUIComponent child in children)
{
if (child.UserData == obj) return child;
}
return null;
}
public bool IsParentOf(GUIComponent component)
{
foreach (GUIComponent child in children)
{
if (child == component) return true;
if (child.IsParentOf(component)) return true;
}
return false;
}
public virtual void Draw(SpriteBatch spriteBatch)
{
//Color newColor = color;
//if (state == ComponentState.Selected) newColor = selectedColor;
//if (state == ComponentState.Hover) newColor = hoverColor;
//GUI.DrawRectangle(spriteBatch, rect, newColor*alpha, true);
//DrawChildren(spriteBatch);
}
public virtual void Update(float deltaTime)
{
if (rect.Contains(PlayerInput.MousePosition))
{
MouseOn = this;
}
else
{
if (MouseOn == this) MouseOn = null;
}
foreach (GUIComponent child in children)
{
child.Update(deltaTime);
}
}
protected virtual void UpdateDimensions(GUIComponent parent)
{
if (parent!=null)
{
if (rect.Width == 0) rect.Width = parent.Rect.Width - rect.X
- (int)parent.Padding.X - (int)parent.Padding.Z;
if (rect.Height == 0) rect.Height = parent.Rect.Height - rect.Y
- (int)parent.Padding.Y - (int)parent.Padding.W;
if (alignment.HasFlag(Alignment.CenterX))
{
rect.X += parent.Rect.X + (int)parent.Rect.Width/2 - (int)rect.Width/2;
}
else if (alignment.HasFlag(Alignment.Right))
{
rect.X += parent.Rect.X + (int)parent.Rect.Width - (int)parent.Padding.Z - (int)rect.Width;
}
else
{
rect.X += parent.Rect.X + (int)parent.Padding.X;
}
if (alignment.HasFlag(Alignment.CenterY))
{
rect.Y += parent.Rect.Y + (int)parent.Rect.Height / 2 - (int)rect.Height / 2;
}
else if (alignment.HasFlag(Alignment.Bottom))
{
rect.Y += parent.Rect.Y + (int)parent.Rect.Height - (int)parent.Padding.W - (int)rect.Height;
}
else
{
rect.Y += parent.Rect.Y + (int)parent.Padding.Y;
}
}
}
public virtual void DrawChildren(SpriteBatch spriteBatch)
{
foreach (GUIComponent child in children)
{
child.Draw(spriteBatch);
}
}
public virtual void AddChild(GUIComponent child)
{
child.parent = this;
child.UpdateDimensions(this);
children.Add(child);
}
public virtual void RemoveChild(GUIComponent child)
{
if (children.Contains(child)) children.Remove(child);
}
public virtual void ClearChildren()
{
children.Clear();
}
}
}