using System;␍␊ |
using System.Collections.Generic;␍␊ |
using Microsoft.Xna.Framework;␍␊ |
using Microsoft.Xna.Framework.Graphics;␍␊ |
␍␊ |
namespace Axios.Factories␍␊ |
{␍␊ |
public static class Prompt␍␊ |
{␍␊ |
// Copied from http://stackoverflow.com/a/17260476/195722␍␊ |
// Written by Blaze Phoenix␍␊ |
/// <summary>␍␊ |
/// Creates a rounded rectangle␍␊ |
/// </summary>␍␊ |
/// <param name="graphics"></param>␍␊ |
/// <param name="width"></param>␍␊ |
/// <param name="height"></param>␍␊ |
/// <param name="borderThickness"></param>␍␊ |
/// <param name="borderRadius"></param>␍␊ |
/// <param name="borderShadow"></param>␍␊ |
/// <param name="backgroundColors"></param>␍␊ |
/// <param name="borderColors"></param>␍␊ |
/// <param name="initialShadowIntensity"></param>␍␊ |
/// <param name="finalShadowIntensity"></param>␍␊ |
/// <returns></returns>␍␊ |
public static Texture2D CreateRoundedRectangleTexture(this GraphicsDevice graphics, int width, int height, int borderThickness, int borderRadius, int borderShadow, List<Color> backgroundColors, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)␍␊ |
{␍␊ |
if (backgroundColors == null || backgroundColors.Count == 0) throw new ArgumentException("Must define at least one background color (up to four).");␍␊ |
if (borderColors == null || borderColors.Count == 0) throw new ArgumentException("Must define at least one border color (up to three).");␍␊ |
if (borderRadius < 1) throw new ArgumentException("Must define a border radius (rounds off edges).");␍␊ |
if (borderThickness < 1) throw new ArgumentException("Must define border thikness.");␍␊ |
if (borderThickness + borderRadius > height / 2 || borderThickness + borderRadius > width / 2) throw new ArgumentException("Border will be too thick and/or rounded to fit on the texture.");␍␊ |
if (borderShadow > borderRadius) throw new ArgumentException("Border shadow must be lesser in magnitude than the border radius (suggeted: shadow <= 0.25 * radius).");␍␊ |
␍␊ |
Texture2D texture = new Texture2D(graphics, width, height, false, SurfaceFormat.Color);␍␊ |
Color[] color = new Color[width * height];␍␊ |
␍␊ |
for (int x = 0; x < texture.Width; x++)␍␊ |
{␍␊ |
for (int y = 0; y < texture.Height; y++)␍␊ |
{␍␊ |
switch (backgroundColors.Count)␍␊ |
{␍␊ |
case 4:␍␊ |
Color leftColor0 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));␍␊ |
Color rightColor0 = Color.Lerp(backgroundColors[2], backgroundColors[3], ((float)y / (height - 1)));␍␊ |
color[x + width * y] = Color.Lerp(leftColor0, rightColor0, ((float)x / (width - 1)));␍␊ |
break;␍␊ |
case 3:␍␊ |
Color leftColor1 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));␍␊ |
Color rightColor1 = Color.Lerp(backgroundColors[1], backgroundColors[2], ((float)y / (height - 1)));␍␊ |
color[x + width * y] = Color.Lerp(leftColor1, rightColor1, ((float)x / (width - 1)));␍␊ |
break;␍␊ |
case 2:␍␊ |
color[x + width * y] = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)x / (width - 1)));␍␊ |
break;␍␊ |
default:␍␊ |
color[x + width * y] = backgroundColors[0];␍␊ |
break;␍␊ |
}␍␊ |
␍␊ |
color[x + width * y] = ColorBorder(x, y, width, height, borderThickness, borderRadius, borderShadow, color[x + width * y], borderColors, initialShadowIntensity, finalShadowIntensity);␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
texture.SetData<Color>(color);␍␊ |
return texture;␍␊ |
}␍␊ |
␍␊ |
private static Color ColorBorder(int x, int y, int width, int height, int borderThickness, int borderRadius, int borderShadow, Color initialColor, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)␍␊ |
{␍␊ |
Rectangle internalRectangle = new Rectangle((borderThickness + borderRadius), (borderThickness + borderRadius), width - 2 * (borderThickness + borderRadius), height - 2 * (borderThickness + borderRadius));␍␊ |
␍␊ |
if (internalRectangle.Contains(x, y)) return initialColor;␍␊ |
␍␊ |
Vector2 origin = Vector2.Zero;␍␊ |
Vector2 point = new Vector2(x, y);␍␊ |
␍␊ |
if (x < borderThickness + borderRadius)␍␊ |
{␍␊ |
if (y < borderRadius + borderThickness)␍␊ |
origin = new Vector2(borderRadius + borderThickness, borderRadius + borderThickness);␍␊ |
else if (y > height - (borderRadius + borderThickness))␍␊ |
origin = new Vector2(borderRadius + borderThickness, height - (borderRadius + borderThickness));␍␊ |
else␍␊ |
origin = new Vector2(borderRadius + borderThickness, y);␍␊ |
}␍␊ |
else if (x > width - (borderRadius + borderThickness))␍␊ |
{␍␊ |
if (y < borderRadius + borderThickness)␍␊ |
origin = new Vector2(width - (borderRadius + borderThickness), borderRadius + borderThickness);␍␊ |
else if (y > height - (borderRadius + borderThickness))␍␊ |
origin = new Vector2(width - (borderRadius + borderThickness), height - (borderRadius + borderThickness));␍␊ |
else␍␊ |
origin = new Vector2(width - (borderRadius + borderThickness), y);␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
if (y < borderRadius + borderThickness)␍␊ |
origin = new Vector2(x, borderRadius + borderThickness);␍␊ |
else if (y > height - (borderRadius + borderThickness))␍␊ |
origin = new Vector2(x, height - (borderRadius + borderThickness));␍␊ |
}␍␊ |
␍␊ |
if (!origin.Equals(Vector2.Zero))␍␊ |
{␍␊ |
float distance = Vector2.Distance(point, origin);␍␊ |
␍␊ |
if (distance > borderRadius + borderThickness + 1)␍␊ |
{␍␊ |
return Color.Transparent;␍␊ |
}␍␊ |
else if (distance > borderRadius + 1)␍␊ |
{␍␊ |
if (borderColors.Count > 2)␍␊ |
{␍␊ |
float modNum = distance - borderRadius;␍␊ |
␍␊ |
if (modNum < borderThickness / 2)␍␊ |
{␍␊ |
return Color.Lerp(borderColors[2], borderColors[1], (float)((modNum) / (borderThickness / 2.0)));␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
return Color.Lerp(borderColors[1], borderColors[0], (float)((modNum - (borderThickness / 2.0)) / (borderThickness / 2.0)));␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
␍␊ |
if (borderColors.Count > 0)␍␊ |
return borderColors[0];␍␊ |
}␍␊ |
else if (distance > borderRadius - borderShadow + 1)␍␊ |
{␍␊ |
float mod = (distance - (borderRadius - borderShadow)) / borderShadow;␍␊ |
float shadowDiff = initialShadowIntensity - finalShadowIntensity;␍␊ |
return DarkenColor(initialColor, ((shadowDiff * mod) + finalShadowIntensity));␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
return initialColor;␍␊ |
}␍␊ |
␍␊ |
private static Color DarkenColor(Color color, float shadowIntensity)␍␊ |
{␍␊ |
return Color.Lerp(color, Color.Black, shadowIntensity);␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |