Files
RobustToolbox/Robust.Client/UserInterface/Controls/TextureRect.cs
2023-09-11 19:17:28 +10:00

278 lines
9.4 KiB
C#

using System;
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.UserInterface.Controls
{
/// <summary>
/// Simple control that draws a single texture using a variety of possible stretching modes.
/// </summary>
/// <seealso cref="AnimatedTextureRect"/>
[Virtual]
public class TextureRect : Control
{
public const string StylePropertyTexture = "texture";
public const string StylePropertyShader = "shader";
private bool _canShrink;
private Texture? _texture;
private Vector2 _textureScale = Vector2.One;
public ShaderInstance? ShaderOverride { get; set; }
/// <summary>
/// The texture to draw.
/// </summary>
public Texture? Texture
{
get => _texture;
set
{
var oldSize = _texture?.Size;
_texture = value;
if (value?.Size != oldSize)
{
InvalidateMeasure();
}
}
}
private string? _texturePath;
public string TexturePath
{
set
{
Texture = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(value);
_texturePath = value;
}
}
protected override void OnThemeUpdated()
{
if (_texturePath != null) Texture = Theme.ResolveTexture(_texturePath);
base.OnThemeUpdated();
}
/// <summary>
/// Scales the texture displayed.
/// </summary>
/// <remarks>
/// This does not apply to the following stretch modes: <see cref="StretchMode.Scale"/>.
/// </remarks>
public Vector2 TextureScale
{
get => _textureScale;
set
{
_textureScale = value;
InvalidateMeasure();
}
}
/// <summary>
/// If true, this control can shrink below the size of <see cref="Texture"/>.
/// </summary>
/// <remarks>
/// This does not set <see cref="Control.RectClipContent"/>.
/// Certain stretch modes may display outside the area of the control unless it is set.
/// </remarks>
public bool CanShrink
{
get => _canShrink;
set
{
_canShrink = value;
InvalidateMeasure();
}
}
/// <summary>
/// Controls how the texture should be drawn if the control is larger than the size of the texture.
/// </summary>
public StretchMode Stretch { get; set; } = StretchMode.Keep;
protected internal override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
var texture = _texture;
ShaderInstance? shader = null;
if (texture == null)
{
TryGetStyleProperty(StylePropertyTexture, out texture);
if (texture == null)
{
return;
}
}
if (ShaderOverride != null)
{
shader = ShaderOverride;
}
else if (TryGetStyleProperty(StylePropertyShader, out ShaderInstance? styleShader))
{
shader = styleShader;
}
if (shader != null)
{
handle.UseShader(shader);
}
switch (Stretch)
{
case StretchMode.Scale:
case StretchMode.Tile:
// TODO: Implement Tile.
case StretchMode.Keep:
case StretchMode.KeepCentered:
case StretchMode.KeepAspect:
case StretchMode.KeepAspectCentered:
handle.DrawTextureRect(texture,
GetDrawDimensions(texture));
break;
case StretchMode.KeepAspectCovered:
var dimensions = GetDrawDimensions(texture);
var subRegion = CalcClipSubRegion(texture.Size, dimensions, PixelSizeBox);
handle.DrawTextureRectRegion(texture, PixelSizeBox, subRegion);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private static UIBox2 CalcClipSubRegion(Vector2 texSize, UIBox2 drawDimensions, UIBox2 size)
{
var normTL = (size.TopLeft - drawDimensions.TopLeft) / drawDimensions.Size;
var normBR = (size.BottomRight - drawDimensions.TopLeft) / drawDimensions.Size;
return new UIBox2(normTL * texSize, normBR * texSize);
}
protected UIBox2 GetDrawDimensions(Texture texture)
{
switch (Stretch)
{
case StretchMode.Scale:
return UIBox2.FromDimensions(Vector2.Zero, PixelSize);
case StretchMode.Tile:
// TODO: Implement Tile.
case StretchMode.Keep:
return UIBox2.FromDimensions(Vector2.Zero, texture.Size * _textureScale * UIScale);
case StretchMode.KeepCentered:
{
var position = (PixelSize - texture.Size * _textureScale * UIScale) / 2;
return UIBox2.FromDimensions(position, texture.Size * _textureScale * UIScale);
}
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;
}
return UIBox2.FromDimensions(position, size);
}
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 texDrawSize = texSize * scale;
var offset = (PixelSize - texDrawSize) / 2f;
return UIBox2.FromDimensions(offset, texDrawSize);
default:
throw new ArgumentOutOfRangeException();
}
}
public enum StretchMode : byte
{
/// <summary>
/// The texture is stretched to fit the entire area of the control.
/// </summary>
Scale = 1,
/// <summary>
/// The texture is tiled to fit the entire area of the control, without stretching.
/// </summary>
Tile = 2,
/// <summary>
/// The texture is drawn in its correct size, in the top left corner of the control.
/// </summary>
Keep = 3,
/// <summary>
/// The texture is drawn in its correct size, in the center of the control.
/// </summary>
KeepCentered = 4,
/// <summary>
/// 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.
/// </summary>
KeepAspect = 5,
/// <summary>
/// <see cref="KeepAspect"/>, but the texture is centered instead.
/// </summary>
KeepAspectCentered = 7,
/// <summary>
/// <see cref="KeepAspectCentered"/>, but the texture covers the entire control,
/// potentially cutting out part of the texture.
/// </summary>
/// <example>
/// This effectively causes the entire control to be filled with the texture,
/// while preserving aspect ratio.
/// </example>
KeepAspectCovered = 8
}
protected override Vector2 MeasureOverride(Vector2 availableSize)
{
var texture = _texture;
if (texture == null)
{
TryGetStyleProperty(StylePropertyTexture, out texture);
}
if (texture == null || CanShrink)
{
return Vector2.Zero;
}
return texture.Size * TextureScale;
}
}
}