mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
174 lines
6.1 KiB
C#
174 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using Robust.Client.Graphics;
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using Robust.Shared.Graphics;
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using Robust.Shared.Maths;
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namespace Robust.Client.UserInterface.Controls
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{
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/// <summary>
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/// Like a TextureRect... but layered
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/// </summary>
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[Virtual]
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public class LayeredTextureRect : Control
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{
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public const string StylePropertyShader = "shader";
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private bool _canShrink;
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private List<Texture> _textures = new();
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private Vector2 _textureScale = Vector2.One;
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public ShaderInstance? ShaderOverride { get; set; }
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/// <summary>
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/// The textures to draw.
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/// </summary>
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public List<Texture> Textures
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{
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get => _textures;
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set
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{
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_textures = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Scales the texture displayed.
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/// </summary>
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/// <remarks>
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/// This does not apply to the following stretch modes: <see cref="StretchMode.Scale"/>.
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/// </remarks>
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public Vector2 TextureScale
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{
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get => _textureScale;
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set
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{
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_textureScale = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// If true, this control can shrink below the size of <see cref="Texture"/>.
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/// </summary>
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/// <remarks>
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/// This does not set <see cref="Control.RectClipContent"/>.
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/// Certain stretch modes may display outside the area of the control unless it is set.
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/// </remarks>
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public bool CanShrink
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{
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get => _canShrink;
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set
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{
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_canShrink = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Controls how the texture should be drawn if the control is larger than the size of the texture.
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/// </summary>
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public TextureRect.StretchMode Stretch { get; set; } = TextureRect.StretchMode.Keep;
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protected internal override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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ShaderInstance? shader = null;
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foreach (var texture in Textures)
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{
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if (ShaderOverride != null)
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{
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shader = ShaderOverride;
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}
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else if (TryGetStyleProperty(StylePropertyShader, out ShaderInstance? styleShader))
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{
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shader = styleShader;
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}
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if (shader != null)
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{
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handle.UseShader(shader);
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}
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switch (Stretch)
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{
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case TextureRect.StretchMode.Scale:
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handle.DrawTextureRect(texture,
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UIBox2.FromDimensions(Vector2.Zero, PixelSize));
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break;
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case TextureRect.StretchMode.Tile:
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// TODO: Implement Tile.
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case TextureRect.StretchMode.Keep:
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handle.DrawTextureRect(texture,
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UIBox2.FromDimensions(Vector2.Zero, texture.Size * _textureScale * UIScale));
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break;
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case TextureRect.StretchMode.KeepCentered:
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{
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var position = (PixelSize - texture.Size * _textureScale * UIScale) / 2;
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handle.DrawTextureRect(texture, UIBox2.FromDimensions(position, texture.Size * _textureScale * UIScale));
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break;
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}
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case TextureRect.StretchMode.KeepAspect:
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case TextureRect.StretchMode.KeepAspectCentered:
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{
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var (texWidth, texHeight) = texture.Size * _textureScale;
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var width = texWidth * (PixelSize.Y / texHeight);
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var height = (float)PixelSize.Y;
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if (width > PixelSize.X)
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{
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width = PixelSize.X;
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height = texHeight * (PixelSize.X / texWidth);
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}
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var size = new Vector2(width, height);
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var position = Vector2.Zero;
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if (Stretch == TextureRect.StretchMode.KeepAspectCentered)
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{
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position = (PixelSize - size) / 2;
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}
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handle.DrawTextureRectRegion(texture, UIBox2.FromDimensions(position, size));
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break;
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}
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case TextureRect.StretchMode.KeepAspectCovered:
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var texSize = texture.Size * _textureScale;
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// Calculate the scale necessary to fit width and height to control size.
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var (scaleX, scaleY) = PixelSize / texSize;
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// Use whichever scale is greater.
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var scale = Math.Max(scaleX, scaleY);
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// Offset inside the actual texture.
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var offset = (texSize - PixelSize) / scale / 2f;
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handle.DrawTextureRectRegion(texture, PixelSizeBox, UIBox2.FromDimensions(offset, PixelSize / scale));
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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protected override Vector2 MeasureOverride(Vector2 availableSize)
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{
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if (_textures.Count == 0 || CanShrink)
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{
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return Vector2.Zero;
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}
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var largestX = 0;
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var largestY = 0;
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foreach (var texture in Textures)
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{
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largestX = Math.Max(texture.Width, largestX);
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largestY = Math.Max(texture.Height, largestY);
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}
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return new Vector2(largestX, largestY) * TextureScale;
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}
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}
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}
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