Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GUI/UISprite.cs
2023-11-10 17:45:19 +02:00

190 lines
7.6 KiB
C#

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 => Slices != null;
public Rectangle[] Slices
{
get;
set;
}
/// <summary>
/// The size of fixed area around the slice area
/// </summary>
public Point NonSliceSize { get; set; }
public bool MaintainAspectRatio
{
get;
private set;
}
public bool MaintainBorderAspectRatio
{
get;
private set;
}
/// <summary>
/// How much the borders of a sliced sprite are allowed to scale
/// You may for example want to prevent a 1-pixel border from scaling down (and disappearing) on small resolutions
/// </summary>
private readonly float minBorderScale = 0.1f, maxBorderScale = 10.0f;
public bool CrossFadeIn { get; private set; } = true;
public bool CrossFadeOut { get; private set; } = true;
public TransitionMode TransitionMode { get; private set; }
public UISprite(ContentXElement element)
{
Sprite = new Sprite(element);
MaintainAspectRatio = element.GetAttributeBool("maintainaspectratio", false);
MaintainBorderAspectRatio = element.GetAttributeBool("maintainborderaspectratio", false);
Tile = element.GetAttributeBool("tile", true);
CrossFadeIn = element.GetAttributeBool("crossfadein", CrossFadeIn);
CrossFadeOut = element.GetAttributeBool("crossfadeout", CrossFadeOut);
string transitionMode = element.GetAttributeString("transition", string.Empty);
if (Enum.TryParse(transitionMode, ignoreCase: true, out TransitionMode transition))
{
TransitionMode = transition;
}
Vector4 sliceVec = element.GetAttributeVector4("slice", Vector4.Zero);
Slices = null;
if (sliceVec != Vector4.Zero)
{
minBorderScale = element.GetAttributeFloat("minborderscale", 0.1f);
maxBorderScale = element.GetAttributeFloat("minborderscale", 10.0f);
Rectangle slice = new Rectangle((int)sliceVec.X, (int)sliceVec.Y, (int)(sliceVec.Z - sliceVec.X), (int)(sliceVec.W - sliceVec.Y));
NonSliceSize = new Point(Sprite.SourceRect.Width - slice.Width, Sprite.SourceRect.Height - slice.Height);
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);
}
}
/// <summary>
/// Get the scale of the sliced sprite's borders when it's draw inside an area of a specific size
/// </summary>
public float GetSliceBorderScale(Point drawSize)
{
if (!Slice) { return 1.0f; }
Vector2 scale = new Vector2(
MathHelper.Clamp((float)drawSize.X / (Slices[0].Height + Slices[6].Height), 0, 1),
MathHelper.Clamp((float)drawSize.Y / (Slices[0].Width + Slices[2].Width), 0, 1));
return MathHelper.Clamp(Math.Min(Math.Min(scale.X, scale.Y), GUI.SlicedSpriteScale), minBorderScale, maxBorderScale);
}
public void Draw(SpriteBatch spriteBatch, RectangleF rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None, Vector2? uvOffset = null)
=> Draw(spriteBatch, new Rectangle(rect.Location.ToPoint(), rect.Size.ToPoint()), color, spriteEffects, uvOffset);
public void Draw(SpriteBatch spriteBatch, Rectangle rect, Color color, SpriteEffects spriteEffects = SpriteEffects.None, Vector2? uvOffset = null)
{
uvOffset ??= Vector2.Zero;
if (Sprite.Texture == null)
{
GUI.DrawRectangle(spriteBatch, rect, Color.Magenta);
return;
}
if (Slice)
{
Vector2 pos = new Vector2(rect.X, rect.Y);
float scale = MaintainBorderAspectRatio ? 1.0f : GetSliceBorderScale(rect.Size);
float aspectScale = MaintainBorderAspectRatio ? Math.Min((float)rect.Width / Sprite.SourceRect.Width, (float)rect.Height / Sprite.SourceRect.Height) : 1.0f;
int centerHeight = rect.Height - (int)((Slices[0].Height + Slices[6].Height) * scale);
int centerWidth = rect.Width - (int)((Slices[0].Width + Slices[2].Width) * scale * aspectScale);
for (int x = 0; x < 3; x++)
{
int width = (int)(x == 1 ? centerWidth : Slices[x].Width * scale * aspectScale);
if (width <= 0) { continue; }
for (int y = 0; y < 3; y++)
{
int height = (int)(y == 1 ? centerHeight : Slices[x + y * 3].Height * scale);
if (height <= 0) { continue; }
spriteBatch.Draw(Sprite.Texture,
new Rectangle((int)pos.X, (int)pos.Y, width, 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), color: color, startOffset: uvOffset);
}
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);
}
}
}
}
}