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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using Coroutine ;
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using Microsoft.Xna.Framework ;
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using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Extensions ;
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using MLEM.Font ;
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using MLEM.Input ;
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using MLEM.Startup ;
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using MLEM.Textures ;
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using MLEM.Ui ;
using MLEM.Ui.Elements ;
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using MLEM.Ui.Style ;
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namespace Demos {
/// <remarks>
/// NOTE: This ui demo derives from <see cref="MlemGame"/>. To use MLEM.Ui, it's not required to use MLEM.Startup (which MlemGame is a part of).
/// If using your own game class that derives from <see cref="Game"/>, however, you will have to do a few additional things to get MLEM.Ui up and running:
/// - Create an instance of <see cref="UiSystem"/>
/// - Call the instance's Update method in your game's Update method
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/// - Call the instance's DrawEarly method before clearing your <see cref="GraphicsDevice"/>
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/// - Call the instance's Draw method in your game's Draw method
/// </remarks>
public class UiDemo : MlemGame {
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private Texture2D testTexture ;
private NinePatch testPatch ;
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public UiDemo ( ) {
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this . IsMouseVisible = true ;
}
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protected override void LoadContent ( ) {
this . testTexture = LoadContent < Texture2D > ( "Textures/Test" ) ;
this . testPatch = new NinePatch ( new TextureRegion ( this . testTexture , 0 , 8 , 24 , 24 ) , 8 ) ;
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base . LoadContent ( ) ;
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// create a new style
// this one derives form UntexturedStyle so that stuff like the hover colors don't have to be set again
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var style = new UntexturedStyle ( this . SpriteBatch ) {
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// when using a SpriteFont, use GenericSpriteFont. When using a MonoGame.Extended BitmapFont, use GenericBitmapFont.
// Wrapping fonts like this allows for both types to be usable within MLEM.Ui easily
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Font = new GenericSpriteFont ( LoadContent < SpriteFont > ( "Fonts/TestFont" ) ) ,
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TextScale = 0.1F ,
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PanelTexture = this . testPatch ,
ButtonTexture = new NinePatch ( new TextureRegion ( this . testTexture , 24 , 8 , 16 , 16 ) , 4 ) ,
TextFieldTexture = new NinePatch ( new TextureRegion ( this . testTexture , 24 , 8 , 16 , 16 ) , 4 ) ,
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ScrollBarBackground = new NinePatch ( new TextureRegion ( this . testTexture , 12 , 0 , 4 , 8 ) , 1 , 1 , 2 , 2 ) ,
ScrollBarScrollerTexture = new NinePatch ( new TextureRegion ( this . testTexture , 8 , 0 , 4 , 8 ) , 1 , 1 , 2 , 2 ) ,
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CheckboxTexture = new NinePatch ( new TextureRegion ( this . testTexture , 24 , 8 , 16 , 16 ) , 4 ) ,
CheckboxCheckmark = new TextureRegion ( this . testTexture , 24 , 0 , 8 , 8 ) ,
RadioTexture = new NinePatch ( new TextureRegion ( this . testTexture , 16 , 0 , 8 , 8 ) , 3 ) ,
RadioCheckmark = new TextureRegion ( this . testTexture , 32 , 0 , 8 , 8 )
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} ;
var untexturedStyle = this . UiSystem . Style ;
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// set the defined style as the current one
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this . UiSystem . Style = style ;
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// scale every ui up by 5
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this . UiSystem . GlobalScale = 5 ;
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// create the root panel that all the other components sit on and add it to the ui system
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var root = new Panel ( Anchor . Center , new Vector2 ( 80 , 100 ) , Vector2 . Zero , false , true , new Point ( 5 , 10 ) ) ;
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this . UiSystem . Add ( "Test" , root ) ;
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root . AddChild ( new Paragraph ( Anchor . AutoLeft , 1 , "This is a small demo for MLEM.Ui, a user interface library that is part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame." ) ) ;
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var image = root . AddChild ( new Image ( Anchor . AutoCenter , new Vector2 ( 50 , 50 ) , new TextureRegion ( this . testTexture , 0 , 0 , 8 , 8 ) ) { IsHidden = true , Padding = new Point ( 3 ) } ) ;
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// Setting their the x or y coordinate to 1 or a lower number causes the width or height to be a percentage of the parent's width or height
// (for example, setting the size's x to 0.75 would make the element's width be 0.75*parentWidth)
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root . AddChild ( new Button ( Anchor . AutoCenter , new Vector2 ( 1 , 10 ) , "Toggle Test Image" , "This button shows a grass tile as a test image to show the automatic anchoring of objects." ) {
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OnClicked = ( element , button ) = > {
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if ( button = = MouseButton . Left )
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image . IsHidden = ! image . IsHidden ;
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}
} ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new Paragraph ( Anchor . AutoLeft , 1 , "Note that the default style does not contain any textures or font files and, as such, is quite bland. However, the default style is quite easy to override." ) ) ;
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root . AddChild ( new Button ( Anchor . AutoCenter , new Vector2 ( 1 , 10 ) , "Change Style" ) {
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OnClicked = ( element , button ) = > {
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if ( button = = MouseButton . Left )
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this . UiSystem . Style = this . UiSystem . Style = = untexturedStyle ? style : untexturedStyle ;
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} ,
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PositionOffset = new Vector2 ( 0 , 1 ) ,
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// set HasCustomStyle to true before changing style information so that, when changing the style globally
// (like above), these custom values don't get undone
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HasCustomStyle = true ,
Texture = this . testPatch ,
HoveredColor = Color . LightGray
} ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
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root . AddChild ( new Paragraph ( Anchor . AutoCenter , 1 , "Text input:" , true ) ) ;
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root . AddChild ( new TextField ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) ) { PositionOffset = new Vector2 ( 0 , 1 ) } ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new Paragraph ( Anchor . AutoCenter , 1 , "Numbers-only input:" , true ) ) ;
root . AddChild ( new TextField ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , TextField . OnlyNumbers ) { PositionOffset = new Vector2 ( 0 , 1 ) } ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new Paragraph ( Anchor . AutoLeft , 1 , "Zoom in or out:" ) ) ;
root . AddChild ( new Button ( Anchor . AutoLeft , new Vector2 ( 10 ) , "+" ) {
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OnClicked = ( element , button ) = > {
if ( element . Root . Scale < 2 )
element . Root . Scale + = 0.1F ;
}
} ) ;
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root . AddChild ( new Button ( Anchor . AutoInline , new Vector2 ( 10 ) , "-" ) {
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OnClicked = ( element , button ) = > {
if ( element . Root . Scale > 0.5F )
element . Root . Scale - = 0.1F ;
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} ,
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PositionOffset = new Vector2 ( 1 , 0 )
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} ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new Checkbox ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , "Checkbox 1!" ) ) ;
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root . AddChild ( new Checkbox ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , "Checkbox 2!" ) { PositionOffset = new Vector2 ( 0 , 1 ) } ) ;
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root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new RadioButton ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , "Radio button 1!" ) ) ;
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root . AddChild ( new RadioButton ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , "Radio button 2!" ) { PositionOffset = new Vector2 ( 0 , 1 ) } ) ;
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var tooltip = new Tooltip ( 50 , "This is a test tooltip to see the window bounding" ) { IsHidden = true } ;
this . UiSystem . Add ( "TestTooltip" , tooltip ) ;
root . AddChild ( new VerticalSpace ( 3 ) ) ;
root . AddChild ( new Button ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , "Toggle Test Tooltip" ) {
OnClicked = ( element , button ) = > {
if ( button = = MouseButton . Left )
tooltip . IsHidden = ! tooltip . IsHidden ;
}
} ) ;
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var slider = new Slider ( Anchor . AutoLeft , new Vector2 ( 1 , 10 ) , 5 , 1 ) ;
root . AddChild ( new Paragraph ( Anchor . AutoLeft , 1 , paragraph = > "Slider is at " + ( slider . CurrentValue * 100 ) . Floor ( ) + "%" ) { PositionOffset = new Vector2 ( 0 , 1 ) } ) ;
root . AddChild ( slider ) ;
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// This button uses a coroutine from my Coroutine NuGet package (which is included with MLEM.Startup)
// but the important thing it does is change its visual scale and offset (check the method below for more info)
root . AddChild ( new Button ( Anchor . AutoCenter , new Vector2 ( 0.5F , 10 ) , "Wobble" , "This button wobbles around visually when clicked, but this doesn't affect its actual size and positioning" ) {
OnClicked = ( element , button ) = > CoroutineHandler . Start ( this . WobbleButton ( element ) ) ,
PositionOffset = new Vector2 ( 0 , 1 )
} ) ;
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// Below are some querying examples that help you find certain elements easily
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var children = root . GetChildren ( ) ;
var totalChildren = root . GetChildren ( regardChildrensChildren : true ) ;
Console . WriteLine ( $"The root has {children.Count()} children, but there are {totalChildren.Count()} when regarding children's children" ) ;
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var textFields = root . GetChildren < TextField > ( ) ;
Console . WriteLine ( $"The root has {textFields.Count()} text fields" ) ;
var paragraphs = root . GetChildren < Paragraph > ( ) ;
var totalParagraphs = root . GetChildren < Paragraph > ( regardChildrensChildren : true ) ;
Console . WriteLine ( $"The root has {paragraphs.Count()} paragraphs, but there are {totalParagraphs.Count()} when regarding children's children" ) ;
var autoWidthChildren = root . GetChildren ( e = > e . Size . X = = 1 ) ;
var autoWidthButtons = root . GetChildren < Button > ( e = > e . Size . X = = 1 ) ;
Console . WriteLine ( $"The root has {autoWidthChildren.Count()} auto-width children, {autoWidthButtons.Count()} of which are buttons" ) ;
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}
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// This method is used by the wobbling button (see above)
// Note that this particular example makes use of the Coroutine package
private IEnumerator < Wait > WobbleButton ( Element button ) {
var counter = 0F ;
while ( counter < 10 ) {
// The imporant bit is that it changes its added display scale and offset, allowing the button to still maintain the
// correct position and scaling for both anchoring and interacting purposes, but to show any kind of animation visually
// This could be useful, for example, to create a little feedback effect to clicking it where it changes size for a second
button . AddedDisplayScale = new Vector2 ( ( float ) Math . Sin ( counter ) ) ;
button . AddedDisplayOffset = new Vector2 ( ( float ) Math . Sin ( counter / 2 ) * 4 , 0 ) ;
counter + = 0.1F ;
yield return new WaitSeconds ( 0.01F ) ;
}
button . AddedDisplayScale = Vector2 . Zero ;
button . AddedDisplayOffset = Vector2 . Zero ;
}
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protected override void DoDraw ( GameTime gameTime ) {
this . GraphicsDevice . Clear ( Color . CornflowerBlue ) ;
base . DoDraw ( gameTime ) ;
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}
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}
}