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