Added color options for header
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@@ -43,8 +43,19 @@ public class AnimatedHeader
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private const float _extendedParticleHeight = 40f;
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public float Height { get; set; } = 150f;
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// Color keys for theming
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public string? TopColorKey { get; set; } = "HeaderGradientTop";
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public string? BottomColorKey { get; set; } = "HeaderGradientBottom";
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public string? StaticStarColorKey { get; set; } = "HeaderStaticStar";
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public string? ShootingStarColorKey { get; set; } = "HeaderShootingStar";
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// Fallbacks if the color keys are not found
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public Vector4 TopColor { get; set; } = new(0.08f, 0.05f, 0.15f, 1.0f);
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public Vector4 BottomColor { get; set; } = new(0.12f, 0.08f, 0.20f, 1.0f);
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public Vector4 StaticStarColor { get; set; } = new(1f, 1f, 1f, 1f);
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public Vector4 ShootingStarColor { get; set; } = new(0.4f, 0.8f, 1.0f, 1.0f);
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public bool EnableParticles { get; set; } = true;
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public bool EnableBottomGradient { get; set; } = true;
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@@ -148,16 +159,21 @@ public class AnimatedHeader
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{
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var drawList = ImGui.GetWindowDrawList();
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var top = ResolveColor(TopColorKey, TopColor);
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var bottom = ResolveColor(BottomColorKey, BottomColor);
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drawList.AddRectFilledMultiColor(
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headerStart,
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headerEnd,
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ImGui.GetColorU32(TopColor),
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ImGui.GetColorU32(TopColor),
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ImGui.GetColorU32(BottomColor),
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ImGui.GetColorU32(BottomColor)
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ImGui.GetColorU32(top),
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ImGui.GetColorU32(top),
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ImGui.GetColorU32(bottom),
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ImGui.GetColorU32(bottom)
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);
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// Draw static background stars
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var starBase = ResolveColor(StaticStarColorKey, StaticStarColor);
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var random = new Random(42);
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for (int i = 0; i < 50; i++)
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{
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@@ -166,7 +182,9 @@ public class AnimatedHeader
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(float)random.NextDouble() * (headerEnd.Y - headerStart.Y)
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);
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var brightness = 0.3f + (float)random.NextDouble() * 0.4f;
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drawList.AddCircleFilled(starPos, 1f, ImGui.GetColorU32(new Vector4(1f, 1f, 1f, brightness)));
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var starColor = starBase with { W = starBase.W * brightness };
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drawList.AddCircleFilled(starPos, 1f, ImGui.GetColorU32(starColor));
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}
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}
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@@ -174,15 +192,18 @@ public class AnimatedHeader
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{
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var drawList = ImGui.GetWindowDrawList();
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var gradientHeight = GradientHeight;
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var bottom = ResolveColor(BottomColorKey, BottomColor);
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for (int i = 0; i < gradientHeight; i++)
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{
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var progress = i / gradientHeight;
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var smoothProgress = progress * progress;
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var r = BottomColor.X + (0.0f - BottomColor.X) * smoothProgress;
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var g = BottomColor.Y + (0.0f - BottomColor.Y) * smoothProgress;
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var b = BottomColor.Z + (0.0f - BottomColor.Z) * smoothProgress;
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var r = bottom.X + (0.0f - bottom.X) * smoothProgress;
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var g = bottom.Y + (0.0f - bottom.Y) * smoothProgress;
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var b = bottom.Z + (0.0f - bottom.Z) * smoothProgress;
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var alpha = 1f - smoothProgress;
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var gradientColor = new Vector4(r, g, b, alpha);
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drawList.AddLine(
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new Vector2(headerStart.X, headerEnd.Y + i),
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@@ -310,9 +331,11 @@ public class AnimatedHeader
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? baseAlpha * (0.6f + 0.4f * MathF.Sin(particle.Twinkle))
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: baseAlpha;
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var shootingBase = ResolveColor(ShootingStarColorKey, ShootingStarColor);
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if (particle.Type == ParticleType.ShootingStar && particle.Trail != null && particle.Trail.Count > 1)
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{
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var cyanColor = new Vector4(0.4f, 0.8f, 1.0f, 1.0f);
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var baseColor = shootingBase;
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for (int t = 1; t < particle.Trail.Count; t++)
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{
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@@ -321,17 +344,18 @@ public class AnimatedHeader
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var trailWidth = (1f - trailProgress) * 3f + 1f;
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var glowAlpha = trailAlpha * 0.4f;
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drawList.AddLine(
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bannerStart + particle.Trail[t - 1],
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bannerStart + particle.Trail[t],
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ImGui.GetColorU32(cyanColor with { W = glowAlpha }),
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ImGui.GetColorU32(baseColor with { W = glowAlpha }),
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trailWidth + 4f
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);
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drawList.AddLine(
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bannerStart + particle.Trail[t - 1],
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bannerStart + particle.Trail[t],
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ImGui.GetColorU32(cyanColor with { W = trailAlpha }),
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ImGui.GetColorU32(baseColor with { W = trailAlpha }),
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trailWidth
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);
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}
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@@ -450,6 +474,13 @@ public class AnimatedHeader
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Hue = 270f
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});
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}
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private static Vector4 ResolveColor(string? key, Vector4 fallback)
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{
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if (string.IsNullOrWhiteSpace(key))
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return fallback;
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return UIColors.Get(key);
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}
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/// <summary>
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/// Clears all active particles. Useful when closing or hiding a window with an animated header.
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