76 lines
No EOL
2.4 KiB
C#
76 lines
No EOL
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonoGameLibrary;
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using MonoGameLibrary.Graphics;
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using MonoGameLibrary.Input;
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namespace FNAF_Clone.GUI;
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public class UIElement {
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public bool Active { get; set; } = false;
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public bool Pressable { get; set; } = false;
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private (Point, Point) bounds; // TODO: Change this to support non-rectangular hitboxes
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private List<TextureRegion> textures = new();
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private int currentTextureId = 0;
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private float _scaleMultiplier = 1;
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public float ScaleMultiplier{
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get{
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return _scaleMultiplier;
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}
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set{
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_scaleMultiplier = value;
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LoadPixelScaleMultiplier();
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}
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}
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private float pixelScaleMultiplier = 1;
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private void LoadPixelScaleMultiplier() {
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pixelScaleMultiplier = UIManager.GlobalPixelMultiplier * _scaleMultiplier;
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}
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public UIElement(TextureRegion texture, Point position) {
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textures.Add(texture);
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bounds = (position, position + new Point(texture.Width, texture.Height));
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LoadPixelScaleMultiplier();
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}
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public UIElement(TextureRegion[] textures, Point position) {
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this.textures.AddRange(textures);
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bounds = (position, position + new Point(textures[0].Width, textures[0].Height));
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LoadPixelScaleMultiplier();
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}
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public void SetTexture(int textureId) {
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if (textureId >= textures.Count){
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Console.WriteLine($"WARNING: TEXTURE {textureId} OUT OF BOUNDS");
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return;
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}
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currentTextureId = textureId;
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}
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public void Update() {
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}
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public bool IsWithinBounds(Point pos) {
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return pos.X >= Math.Min(bounds.Item1.X, bounds.Item2.X) && pos.X <= Math.Max(bounds.Item1.X, bounds.Item2.X) &&
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pos.Y >= Math.Min(bounds.Item1.Y, bounds.Item2.Y) && pos.Y <= Math.Max(bounds.Item1.Y, bounds.Item2.Y);
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}
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public Action OnMousePress{ get; set; }
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// public virtual void OnMousePress() { }
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public virtual void OnMouseRelease() { }
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public virtual void OnMouseHold() { }
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public void Draw(SpriteBatch spriteBatch) {
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textures[currentTextureId].Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White, 0, Vector2.Zero, pixelScaleMultiplier, SpriteEffects.None, 0);
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// texture.Draw(spriteBatch, bounds.Item1.ToVector2(), Color.White);
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}
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} |