109 lines
3.7 KiB
C#
109 lines
3.7 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace Barotrauma
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{
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public class GUIProgressBar : GUIComponent
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{
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private bool isHorizontal;
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private GUIFrame frame, slider;
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private float barSize;
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public delegate float ProgressGetterHandler();
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public ProgressGetterHandler ProgressGetter;
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public bool IsHorizontal
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{
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get { return isHorizontal; }
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set { isHorizontal = value; }
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}
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public float BarSize
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{
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get { return barSize; }
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set
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{
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if (!MathUtils.IsValid(value))
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"GUIProgressBar.BarSize_setter",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to set the BarSize of a GUIProgressBar to an invalid value (" + value + ")\n" + Environment.StackTrace);
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return;
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}
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barSize = MathHelper.Clamp(value, 0.0f, 1.0f);
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//UpdateRect();
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}
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}
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public GUIProgressBar(RectTransform rectT, float barSize, Color? color = null, string style = "") : base(style, rectT)
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{
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if (color.HasValue)
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{
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this.color = color.Value;
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}
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isHorizontal = (Rect.Width > Rect.Height);
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frame = new GUIFrame(new RectTransform(Vector2.One, rectT));
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GUI.Style.Apply(frame, "", this);
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slider = new GUIFrame(new RectTransform(Vector2.One, rectT));
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GUI.Style.Apply(slider, "Slider", this);
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this.barSize = barSize;
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}
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protected override void Draw(SpriteBatch spriteBatch)
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{
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if (!Visible) return;
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if (ProgressGetter != null) BarSize = ProgressGetter();
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Rectangle sliderRect = new Rectangle(
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frame.Rect.X,
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(int)(frame.Rect.Y + (isHorizontal ? 0 : frame.Rect.Height * (1.0f - barSize))),
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isHorizontal ? (int)((frame.Rect.Width) * barSize) : frame.Rect.Width,
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isHorizontal ? (int)(frame.Rect.Height) : (int)(frame.Rect.Height * barSize));
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frame.Visible = true;
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slider.Visible = true;
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if (AutoDraw)
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{
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frame.DrawAuto(spriteBatch);
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}
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else
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{
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frame.DrawManually(spriteBatch);
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}
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Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
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if (BarSize <= 1.0f)
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{
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spriteBatch.End();
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spriteBatch.GraphicsDevice.ScissorRectangle = Rectangle.Intersect(prevScissorRect, sliderRect);
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spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
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}
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Color currColor = GetCurrentColor(state);
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slider.Color = currColor;
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if (AutoDraw)
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{
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slider.DrawAuto(spriteBatch);
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}
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else
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{
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slider.DrawManually(spriteBatch);
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}
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//hide the slider, we've already drawn it manually
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frame.Visible = false;
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slider.Visible = false;
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if (BarSize <= 1.0f)
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{
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
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spriteBatch.GraphicsDevice.ScissorRectangle = prevScissorRect;
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}
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}
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}
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}
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