recrownedathenaeum/RecrownedAthenaeum/UI/Modular/Modules/Image.cs

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2.6 KiB
C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.SpecialTypes;
using System;
namespace RecrownedAthenaeum.UI.Modular.Modules
{
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/// <summary>
/// Represents a texture with more information.
/// </summary>
public class Image : UIModule, ISpecialDrawable
{
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/// <summary>
/// The rotation of the image.
/// </summary>
public float rotation = 0f;
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/// <summary>
/// The texture to be rendered.
/// </summary>
public Texture2D texture;
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/// <summary>
/// Scale of of the X axis.
/// </summary>
public float ScaleX { get { return (float)situation.Width / texture.Width; } set { situation.Width = (int)(texture.Width * value); } }
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/// <summary>
/// Scale of the Y axis.
/// </summary>
public float ScaleY { get { return (float)situation.Height / texture.Height; } set { situation.Height = (int)(texture.Height * value); } }
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/// <summary>
/// Sets scale of X and Y.
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/// </summary>
public float Scale { set { ScaleY = value; ScaleX = value; } }
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/// <summary>
/// Constructs an image given a texture.
/// </summary>
/// <param name="texture">Texture to use.</param>
public Image(Texture2D texture)
{
this.texture = texture ?? throw new ArgumentException("Image requires a texture.");
situation = texture.Bounds;
}
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/// <summary>
/// Draws the image with default values.
/// </summary>
/// <param name="batch">The batch to use.</param>
public override void Draw(ConsistentSpriteBatch batch)
{
batch.Draw(texture, situation, null, color, rotation, origin, SpriteEffects.None, 0f);
base.Draw(batch);
}
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/// <summary>
/// Draws the image with more options.
/// </summary>
/// <param name="spriteBatch">Batch used.</param>
/// <param name="destination">Where to draw texture to.</param>
/// <param name="color">The color tint to use.</param>
/// <param name="rotation">Rotation of image.</param>
/// <param name="origin">Origin for the rotation.</param>
public void Draw(ConsistentSpriteBatch spriteBatch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = default(Vector2))
{
this.color = color;
this.rotation = rotation;
this.origin = origin;
situation = destination;
Draw(spriteBatch);
}
}
}