//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.CompilerServices; namespace BansheeEngine { /** @addtogroup GUI_Engine * @{ */ /// /// Type of scaling modes for GUI images. /// public enum GUITextureScaleMode // Note: Must match C++ enum TextureScaleMode { /// /// Image will stretch non-uniformly in all dimensions in order to cover the assigned area fully. /// StretchToFit, /// /// Image will scale uniformly until one dimension is aligned with the assigned area. Remaining dimension might have empty space. /// ScaleToFit, /// /// Image will scale uniformly until both dimensions are larger or aligned with the assigned area. Remaining dimension might be cropped. /// CropToFit, /// /// Image will keep its original size, but will repeat in order to fill the assigned area. /// RepeatToFit }; /// /// A GUI element that displays a texture. /// public sealed class GUITexture : GUIElement { /// /// Creates a new texture element. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Scale mode to use when sizing the texture. /// Determines should the texture be rendered with transparency active. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, bool transparent, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, transparent, style, options); } /// /// Creates a new texture element. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Scale mode to use when sizing the texture. /// Determines should the texture be rendered with transparency active. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, bool transparent, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, transparent, "", options); } /// /// Creates a new texture element. Texture will use the default StretchToFit scaling. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Determines should the texture be rendered with transparency active. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, bool transparent, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, transparent, style, options); } /// /// Creates a new texture element. Texture will use the default StretchToFit scaling. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Determines should the texture be rendered with transparency active. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, bool transparent, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, transparent, "", options); } /// /// Creates a new texture element with transparency active. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Scale mode to use when sizing the texture. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, true, style, options); } /// /// Creates a new texture element with transparency active. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Scale mode to use when sizing the texture. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, true, "", options); } /// /// Creates a new texture element with transparency active. Texture will use the default StretchToFit scaling. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, true, style, options); } /// /// Creates a new texture element with transparency active. Texture will use the default StretchToFit scaling. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITexture(SpriteTexture texture, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, true, "", options); } /// /// Sets the texture to display. /// /// Texture to display. If this is null then the texture specified by the style will /// be used. public void SetTexture(SpriteTexture texture) { Internal_SetTexture(mCachedPtr, texture); } /// /// Colors the element with a specific tint. /// /// Tint to apply to the element. public void SetTint(Color color) { Internal_SetTint(mCachedPtr, ref color); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(GUITexture instance, SpriteTexture texture, GUITextureScaleMode scale, bool transparent, string style, GUIOption[] options); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTexture(IntPtr nativeInstance, SpriteTexture texture); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTint(IntPtr nativeInstance, ref Color color); } /** @} */ }