using System;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Drawing;
using Robust.Shared.Maths;
namespace Robust.Client.UserInterface.Controls
{
///
/// Simple control that draws a single texture using a variety of possible stretching modes.
///
public class TextureRect : Control
{
private bool _canShrink;
private Texture _texture;
private Vector2 _textureScale = Vector2.One;
///
/// The texture to draw.
///
public Texture Texture
{
get => _texture;
set
{
_texture = value;
MinimumSizeChanged();
}
}
///
/// Scales the texture displayed.
///
///
/// This does not apply to the following stretch modes: .
///
public Vector2 TextureScale
{
get => _textureScale;
set
{
_textureScale = value;
MinimumSizeChanged();
}
}
///
/// If true, this control can shrink below the size of .
///
///
/// This does not set .
/// Certain stretch modes may display outside the area of the control unless it is set.
///
public bool CanShrink
{
get => _canShrink;
set
{
_canShrink = value;
MinimumSizeChanged();
}
}
///
/// Controls how the texture should be drawn if the control is larger than the size of the texture.
///
public StretchMode Stretch { get; set; } = StretchMode.Keep;
protected internal override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
if (_texture == null)
{
return;
}
switch (Stretch)
{
case StretchMode.Scale:
handle.DrawTextureRect(_texture,
UIBox2.FromDimensions(Vector2.Zero, PixelSize));
break;
case StretchMode.Tile:
// TODO: Implement Tile.
case StretchMode.Keep:
handle.DrawTextureRect(_texture,
UIBox2.FromDimensions(Vector2.Zero, _texture.Size * _textureScale * UIScale));
break;
case StretchMode.KeepCentered:
{
var position = (PixelSize - _texture.Size * _textureScale * UIScale) / 2;
handle.DrawTextureRect(_texture, UIBox2.FromDimensions(position, _texture.Size * _textureScale * UIScale));
break;
}
case StretchMode.KeepAspect:
case StretchMode.KeepAspectCentered:
{
var (texWidth, texHeight) = _texture.Size * _textureScale;
var width = texWidth * (PixelSize.Y / texHeight);
var height = (float)PixelSize.Y;
if (width > PixelSize.X)
{
width = PixelSize.X;
height = texHeight * (PixelSize.X / texWidth);
}
var size = new Vector2(width, height);
var position = Vector2.Zero;
if (Stretch == StretchMode.KeepAspectCentered)
{
position = (PixelSize - size) / 2;
}
handle.DrawTextureRectRegion(_texture, UIBox2.FromDimensions(position, size));
break;
}
case StretchMode.KeepAspectCovered:
var texSize = _texture.Size * _textureScale;
// Calculate the scale necessary to fit width and height to control size.
var (scaleX, scaleY) = PixelSize / texSize;
// Use whichever scale is greater.
var scale = Math.Max(scaleX, scaleY);
// Offset inside the actual texture.
var offset = (texSize - PixelSize) / scale / 2f;
handle.DrawTextureRectRegion(_texture, PixelSizeBox, UIBox2.FromDimensions(offset, PixelSize / scale));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public enum StretchMode
{
///
/// The texture is stretched to fit the entire area of the control.
///
Scale = 1,
///
/// The texture is tiled to fit the entire area of the control, without stretching.
///
Tile = 2,
///
/// The texture is drawn in its correct size, in the top left corner of the control.
///
Keep = 3,
///
/// The texture is drawn in its correct size, in the center of the control.
///
KeepCentered = 4,
///
/// The texture is stretched to take as much space as possible,
/// while maintaining the original aspect ratio.
/// The texture is positioned from the top left corner of the control.
/// The texture remains completely visible, potentially leaving some sections of the control blank.
///
KeepAspect = 5,
///
/// , but the texture is centered instead.
///
KeepAspectCentered = 7,
///
/// , but the texture covers the entire control,
/// potentially cutting out part of the texture.
///
///
/// This effectively causes the entire control to be filled with the texture,
/// while preserving aspect ratio.
///
KeepAspectCovered = 8
}
protected override Vector2 CalculateMinimumSize()
{
if (_texture == null || CanShrink)
{
return Vector2.Zero;
}
return Texture.Size * TextureScale;
}
}
}