recrownedathenaeum/RecrownedAthenaeum/UI/SkinSystem/Skin.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.SpecialTypes;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using System;
using System.Collections.Generic;
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namespace RecrownedAthenaeum.UI.SkinSystem
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{
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/// <summary>
/// A skin is used to group a theme which can then be applied to the UI via the use of modules.
/// </summary>
public class Skin : IDisposable, ISkin
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{
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/// <summary>
/// Whether or not this skin is completed being built and thus ready to use.
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/// </summary>
public bool Laminated { get; private set; }
private bool disposed;
private TextureAtlas textureAtlas;
Dictionary<string, Color> colors;
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readonly Dictionary<string, string> definitionOfType;
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readonly Dictionary<string, Dictionary<string, SkinDefinitionData>> definitions;
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/// <summary>
/// The texture for the cursor.
/// </summary>
public virtual Texture2D CursorTexture { get; private set; }
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/// <summary>
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/// Creates a basic unfilled skin.
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/// </summary>
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/// <param name="textureAtlas">The texture atlas to use for this skin.</param>
/// <param name="cursorTexture">The texture the cursor will be.</param>
public Skin(TextureAtlas textureAtlas, Texture2D cursorTexture)
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{
this.textureAtlas = textureAtlas;
this.CursorTexture = cursorTexture;
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colors = new Dictionary<string, Color>();
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definitionOfType = new Dictionary<string, string>();
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definitions = new Dictionary<string, Dictionary<string, SkinDefinitionData>>();
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}
/// <summary>
/// Returns a <see cref="TextureAtlas.Region"/> with given name of region. Null values acceptable. Will return null if parameter is null.
/// </summary>
/// <param name="name">Name of region.</param>
/// <param name="required">Whether or not this texture is mandatory for the module to work. If true, will throw error on failing to retrieve.</param>
/// <returns>The region corresponding to the name or null if the requested region doesn't exist.</returns>
public TextureAtlas.Region GetTextureAtlasRegion(string name, bool required = false)
{
if (!required && (name == null || !textureAtlas.ContainsRegion(name)))
{
return null;
} else
{
return textureAtlas[name];
}
}
/// <summary>
/// Returns a <see cref="Color"/> with given name of defined color;
/// </summary>
/// <param name="name">Name of defined color. Will use "default" if null. Default value is null.</param>
/// <returns>The defined color based on the name given.</returns>
public Color GetColor(string name = null)
{
if (name == null) name = "default";
return colors[name];
}
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/// <summary>
/// Draws a region from the texture atlas.
/// </summary>
/// <param name="regionName">Region to draw.</param>
/// <param name="color">The color to tint the region.</param>
/// <param name="batch">The batch to use.</param>
/// <param name="destination">The destination to draw to.</param>
/// <param name="rotation">The rotation to use in radians.</param>
/// <param name="origin">The origin for the rotation.</param>
public void Draw(string regionName, string color, ConsistentSpriteBatch batch, Rectangle destination, float rotation = 0, Vector2 origin = default(Vector2))
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{
if (disposed) throw new ObjectDisposedException(GetType().Name);
textureAtlas.Draw(regionName, batch, destination, colors[color], rotation, origin);
}
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private SkinDefinitionData ObtainDefinition(string typeFullName, string definitionName)
{
if (disposed) throw new ObjectDisposedException(GetType().Name);
if (!Laminated) throw new InvalidOperationException("Skin has yet to be laminated yet.");
if (definitionName == null) definitionName = "default";
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if (!definitions.ContainsKey(typeFullName)) throw new KeyNotFoundException("Could not find any skin definition defining type \"" + typeFullName + "\"");
if (!definitions[typeFullName].ContainsKey(definitionName)) throw new KeyNotFoundException("Could not find skin definition defining type \"" + typeFullName + "\" with name \"" + definitionName + "\"");
return definitions[typeFullName][definitionName];
}
/// <summary>
/// Returns the proper definition for the given parameters or throws exception in the case the requested definition does not exist.
/// </summary>
/// <typeparam name="T">Convenience to cast to the needed definition type.</typeparam>
/// <param name="definitionName">The name of the definition.</param>
/// <returns>The definition cast to T.</returns>
public T ObtainDefinition<T>(string definitionName = null) where T : SkinDefinitionData
{
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return (T)ObtainDefinition(definitionOfType[typeof(T).FullName], definitionName);
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}
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/// <summary>
/// Adds the definition.
/// </summary>
/// <param name="definitionName">The name of the definition. Default (if left blank) name is "default".</param>
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/// <param name="skinDefinition">The definition itself.</param>
public void AddDefinition(SkinDefinitionData skinDefinition, string definitionName = null)
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{
if (disposed) throw new ObjectDisposedException(GetType().Name);
if (Laminated) throw new InvalidOperationException("This skin has been laminated and cannot be edited.");
if (definitionName == null) definitionName = "default";
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if (!definitions.ContainsKey(skinDefinition.uiModuleTypeFullName))
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{
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definitionOfType.Add(skinDefinition.GetType().FullName, skinDefinition.uiModuleTypeFullName);
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definitions.Add(skinDefinition.uiModuleTypeFullName, new Dictionary<string, SkinDefinitionData>());
}
else if (definitions[skinDefinition.uiModuleTypeFullName].ContainsKey(definitionName)) throw new ArgumentException("Type of definition with that name already exists!");
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definitions[skinDefinition.uiModuleTypeFullName].Add(definitionName, skinDefinition);
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}
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/// <summary>
/// Adds color to skin.
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/// </summary>
/// <param name="name"></param>
/// <param name="color"></param>
public void AddColor(string name, Color color)
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{
if (Laminated) throw new InvalidOperationException("This skin has been laminated and cannot be edited.");
colors.Add(name, color);
}
/// <summary>
/// Laminates the skin. Making sure no more additions are done and sets the skin to be ready for use.
/// Needs to be called before any use of skin. Building skin needs to be done before lamination.
/// </summary>
public void Laminate()
{
Laminated = true;
}
/// <summary>
/// Disposes <see cref="textureAtlas"/> and the <see cref="Texture2D"/> holding the cursor texture.
/// </summary>
public void Dispose()
{
if (disposed) throw new ObjectDisposedException(GetType().Name);
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Overridable dispose function.
/// </summary>
/// <param name="disposing">true when it's a user call to dispose.</param>
public virtual void Dispose(bool disposing)
{
disposed = true;
if (disposing && !disposed)
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{
textureAtlas.Dispose();
CursorTexture.Dispose();
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}
}
/// <summary>
/// Destructor. Calls the dispose with false.
/// </summary>
~Skin()
{
Dispose(false);
}
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}
}