graphics/06-monogame/GUI/UI/Button.cs

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4.6 KiB
C#
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Vector2 = Microsoft.Xna.Framework.Vector2;
namespace GUI.UIElements;
public class ButtonData
{
public Color bgColor;
public Color fgColor;
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public Color? hoverBgColor;
public Color? hoverFgColor;
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public Color? pressedBgColor;
public Color? pressedFgColor;
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public Color idleBgColor = Color.Black;
public Color idleFgColor = Color.White;
public bool isPressed = false;
public bool isReleased = false;
public bool isHovered = false;
public bool isIdle = false;
public Action<Button>? onClick;
public string text = "";
public Vector2 textPosition;
public Vector2 textResolution;
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public Vector2 textScale;
public ButtonData(Action<Button>? onClick)
{
this.onClick = onClick;
}
}
public class Button : Drawable
{
private DrawableData _drawableData;
public ButtonData _buttonData;
private SpriteFont buttonFont;
public Button(DrawableData data, ButtonData buttonData)
{
_drawableData = data;
_buttonData = buttonData;
}
public override void Initialize()
{
buttonFont = Scene.content.Load<SpriteFont>("Fonts/default");
}
void onPressed()
{
if (_buttonData.isPressed)
return;
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_buttonData.bgColor = _buttonData.pressedBgColor ?? _buttonData.idleBgColor;
_buttonData.fgColor = _buttonData.pressedFgColor ?? _buttonData.idleFgColor;
if (_buttonData.onClick is not null)
_buttonData.onClick(this);
_buttonData.isReleased = false;
_buttonData.isPressed = true;
}
void onReleased()
{
if (!_buttonData.isPressed)
return;
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_buttonData.bgColor = _buttonData.hoverBgColor ?? _buttonData.idleBgColor;
_buttonData.fgColor = _buttonData.hoverFgColor ?? _buttonData.idleFgColor;
_buttonData.isPressed = false;
_buttonData.isReleased = true;
}
void onHovered()
{
if (_buttonData.isHovered)
return;
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_buttonData.bgColor = _buttonData.hoverBgColor ?? _buttonData.idleBgColor;
_buttonData.fgColor = _buttonData.hoverFgColor ?? _buttonData.idleFgColor;
_buttonData.isHovered = true;
}
void onIdle()
{
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_buttonData.bgColor = _buttonData.idleBgColor;
_buttonData.fgColor = _buttonData.idleFgColor;
_buttonData.isPressed = false;
_buttonData.isReleased = false;
_buttonData.isHovered = false;
}
public void buttonLogic()
{
var mstate = Mouse.GetState();
Vector2 mousePosition = mstate.Position.ToVector2();
bool outsideHorizontalBoundary = (mousePosition.X < _drawableData.position.X) || (mousePosition.X > (_drawableData.position.X + _drawableData.scale.X));
bool outsideVerticalBoundary = (mousePosition.Y < _drawableData.position.Y) || (mousePosition.Y > (_drawableData.position.Y + _drawableData.scale.Y));
if (outsideHorizontalBoundary || outsideVerticalBoundary)
{
onIdle();
return;
}
if (mstate.LeftButton == ButtonState.Pressed)
{
onPressed();
return;
}
if (mstate.LeftButton == ButtonState.Released)
{
onReleased();
}
onHovered();
}
public override void Update(GameTime gameTime)
{
buttonLogic();
_buttonData.textResolution = buttonFont.MeasureString(_buttonData.text);
// we want to center the text so
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Vector2 buttonCenter = (_drawableData.position + (Vector2.One / 2.0f));
Vector2 textHalfResolution = _buttonData.textResolution / 2.0f;
_buttonData.textPosition = buttonCenter - textHalfResolution;
}
public override void Draw(GameTime gameTime)
{
Scene.spriteBatch.Draw(
_drawableData.texture,
_drawableData.position,
null,
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Color.White,
_drawableData.rotation,
Vector2.Zero,
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_drawableData.scale,
SpriteEffects.None,
0f
);
Scene.spriteBatch.DrawString(
buttonFont,
_buttonData.text,
_buttonData.textPosition,
_buttonData.fgColor,
_drawableData.rotation,
Vector2.Zero,
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_drawableData.scale,
SpriteEffects.None,
0f,
false
);
}
}