2018-11-30 02:41:06 +00:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.SpecialTypes;
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using System;
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2018-12-04 13:45:09 +00:00
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namespace RecrownedAthenaeum.UI.Modular.Modules
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{
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/// <summary>
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/// Represents a texture with more information.
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/// </summary>
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public class Image : UIModule, ISpecialDrawable
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{
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/// <summary>
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/// The rotation of the image.
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/// </summary>
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public float rotation = 0f;
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/// <summary>
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/// The texture to be rendered.
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/// </summary>
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public Texture2D texture;
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/// <summary>
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/// Scale of of the X axis.
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/// </summary>
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public float ScaleX { get { return (float)situation.Width / texture.Width; } set { situation.Width = (int)(texture.Width * value); } }
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/// <summary>
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/// Scale of the Y axis.
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/// </summary>
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public float ScaleY { get { return (float)situation.Height / texture.Height; } set { situation.Height = (int)(texture.Height * value); } }
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/// <summary>
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/// Sets scale of X and Y.
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/// </summary>
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public float Scale { set { ScaleY = value; ScaleX = value; } }
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/// <summary>
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/// Constructs an image given a texture.
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/// </summary>
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/// <param name="texture">Texture to use.</param>
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public Image(Texture2D texture)
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{
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this.texture = texture ?? throw new ArgumentException("Image requires a texture.");
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situation = texture.Bounds;
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}
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/// <summary>
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/// Draws the image with default values.
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/// </summary>
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/// <param name="batch">The batch to use.</param>
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public override void Draw(ConsistentSpriteBatch batch)
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{
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batch.Draw(texture, situation, null, color, rotation, origin, SpriteEffects.None, 0f);
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base.Draw(batch);
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}
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/// <summary>
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/// Draws the image with more options.
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/// </summary>
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/// <param name="spriteBatch">Batch used.</param>
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/// <param name="destination">Where to draw texture to.</param>
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/// <param name="color">The color tint to use.</param>
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/// <param name="rotation">Rotation of image.</param>
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/// <param name="origin">Origin for the rotation.</param>
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public void Draw(ConsistentSpriteBatch spriteBatch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = default(Vector2))
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{
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this.color = color;
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this.rotation = rotation;
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this.origin = origin;
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situation = destination;
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Draw(spriteBatch);
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}
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}
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}
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