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