175 lines
5.3 KiB
C#
175 lines
5.3 KiB
C#
using LemonUI.Elements;
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using System;
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using System.Drawing;
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namespace LemonUI.Menus
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{
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/// <summary>
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/// Rockstar-like checkbox item.
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/// </summary>
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public class NativeCheckboxItem : NativeItem
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{
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#region Fields
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/// <summary>
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/// The image shown on the checkbox.
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/// </summary>
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internal protected ScaledTexture check = new ScaledTexture(PointF.Empty, SizeF.Empty, "commonmenu", string.Empty);
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/// <summary>
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/// If this item is checked or not.
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/// </summary>
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private bool checked_ = false;
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#endregion
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#region Properties
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/// <summary>
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/// If this item is checked or not.
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/// </summary>
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public bool Checked
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{
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get => checked_;
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set
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{
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if (checked_ == value)
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{
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return;
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}
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checked_ = value;
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UpdateTexture(lastSelected);
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CheckboxChanged?.Invoke(this, EventArgs.Empty);
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}
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}
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#endregion
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#region Events
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/// <summary>
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/// Event triggered when the checkbox changes.
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/// </summary>
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public event EventHandler CheckboxChanged;
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#endregion
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#region Constructor
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/// <summary>
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/// Creates a new <see cref="NativeCheckboxItem"/>.
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/// </summary>
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/// <param name="title">The title used for the Item.</param>
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public NativeCheckboxItem(string title) : this(title, string.Empty, false)
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{
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}
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/// <summary>
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/// Creates a new <see cref="NativeCheckboxItem"/>.
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/// </summary>
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/// <param name="title">The title used for the Item.</param>
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/// <param name="check">If the checkbox should be enabled or not.</param>
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public NativeCheckboxItem(string title, bool check) : this(title, string.Empty, check)
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{
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}
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/// <summary>
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/// Creates a new <see cref="NativeCheckboxItem"/>.
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/// </summary>
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/// <param name="title">The title used for the Item.</param>
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/// <param name="description">The description of the Item.</param>
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public NativeCheckboxItem(string title, string description) : this(title, description, false)
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{
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}
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/// <summary>
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/// Creates a new <see cref="NativeCheckboxItem"/>.
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/// </summary>
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/// <param name="title">The title used for the Item.</param>
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/// <param name="description">The description of the Item.</param>
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/// <param name="check">If the checkbox should be enabled or not.</param>
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public NativeCheckboxItem(string title, string description, bool check) : base(title, description)
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{
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Checked = check;
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Activated += Toggle;
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EnabledChanged += NativeCheckboxItem_EnabledChanged;
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}
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#endregion
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#region Local Events
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private void NativeCheckboxItem_EnabledChanged(object sender, EventArgs e) => UpdateTexture(lastSelected);
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#endregion
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#region Internal Functions
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/// <summary>
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/// Inverts the checkbox activation.
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/// </summary>
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private void Toggle(object sender, EventArgs e) => Checked = !Checked;
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/// <summary>
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/// Updates the texture of the sprite.
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/// </summary>
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internal protected void UpdateTexture(bool selected)
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{
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// If the item is not selected or is not enabled, use the white pictures
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if (!selected || !Enabled)
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{
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check.Texture = Checked ? "shop_box_tick" : "shop_box_blank";
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}
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// Otherwise, use the black ones
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else
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{
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check.Texture = Checked ? "shop_box_tickb" : "shop_box_blankb";
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}
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}
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#endregion
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#region Public Functions
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/// <summary>
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/// Recalculates the item positions and sizes with the specified values.
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/// </summary>
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/// <param name="pos">The position of the item.</param>
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/// <param name="size">The size of the item.</param>
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/// <param name="selected">If this item has been selected.</param>
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public override void Recalculate(PointF pos, SizeF size, bool selected)
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{
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base.Recalculate(pos, size, selected);
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// Set the correct texture
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UpdateTexture(selected);
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// And set the checkbox positions
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check.Position = new PointF(pos.X + size.Width - 50, pos.Y - 6);
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check.Size = new SizeF(50, 50);
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}
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/// <summary>
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/// Draws the Checkbox on the screen.
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/// </summary>
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public override void Draw()
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{
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title.Draw();
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badgeLeft?.Draw();
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check.Draw();
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}
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/// <inheritdoc/>
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public override void UpdateColors()
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{
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base.UpdateColors();
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if (!Enabled)
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{
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check.Color = Colors.BadgeRightDisabled;
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}
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else if (lastSelected)
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{
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check.Color = Colors.BadgeRightHovered;
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}
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else
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{
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check.Color = Colors.BadgeRightNormal;
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}
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}
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#endregion
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}
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}
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