Files
RobustToolbox/Robust.Client/UserInterface/Controls/TextureRect.cs
T
Pieter-Jan Briers 8aaacce195 Fix TextureRect and TextureButton UI scaling.
Thanks to nirnael for helping me investigate this and getting me to do it.
2019-10-10 17:14:00 +02:00

191 lines
6.7 KiB
C#

using System;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Drawing;
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>
public class TextureRect : Control
{
private bool _canShrink;
private Texture _texture;
private Vector2 _textureScale = Vector2.One;
/// <summary>
/// The texture to draw.
/// </summary>
public Texture Texture
{
get => _texture;
set
{
_texture = value;
MinimumSizeChanged();
}
}
/// <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;
MinimumSizeChanged();
}
}
/// <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;
MinimumSizeChanged();
}
}
/// <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);
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
{
/// <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 CalculateMinimumSize()
{
if (_texture == null || CanShrink)
{
return Vector2.Zero;
}
return Texture.Size * TextureScale;
}
}
}