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MLEM/MLEM.Ui/Style/UiStyle.cs

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using System;
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
using MLEM.Font;
using MLEM.Formatting;
using MLEM.Formatting.Codes;
using MLEM.Maths;
using MLEM.Misc;
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using MLEM.Sound;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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namespace MLEM.Ui.Style {
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/// <summary>
/// The style settings for a <see cref="UiSystem"/>.
/// Each <see cref="Element"/> uses these style settings by default, however you can also change these settings per element using the elements' individual style settings.
/// Additional styles for built-in or custom element types can easily be added using <see cref="AddCustomStyle{T}"/>.
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/// </summary>
public class UiStyle : GenericDataHolder {
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/// <summary>
/// The texture that is rendered on top of the <see cref="UiControls.SelectedElement"/>
/// </summary>
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public NinePatch SelectionIndicator;
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/// <summary>
/// A <see cref="UiAnimation"/> that is played when the mouse enters an element.
/// </summary>
public UiAnimation MouseEnterAnimation;
/// <summary>
/// A <see cref="UiAnimation"/> that is played when the mouse exists an element.
/// </summary>
public UiAnimation MouseExitAnimation;
/// <summary>
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/// The texture that the <see cref="Button"/> element uses
/// </summary>
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public NinePatch ButtonTexture;
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/// <summary>
/// The texture that the <see cref="Button"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// Note that, if you just want to change the button's color when hovered, use <see cref="ButtonHoveredColor"/>.
/// </summary>
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public NinePatch ButtonHoveredTexture;
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/// <summary>
/// The color that the <see cref="Button"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color ButtonHoveredColor = Color.LightGray;
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/// <summary>
/// The texture that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
/// </summary>
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public NinePatch ButtonDisabledTexture;
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/// <summary>
/// The color that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
/// </summary>
public Color ButtonDisabledColor = Color.Gray;
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/// <summary>
/// The texture that the <see cref="Panel"/> element uses
/// </summary>
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public NinePatch PanelTexture;
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/// <summary>
/// The color that the <see cref="Panel"/> element draws with.
/// </summary>
public Color PanelColor = Color.White;
/// <summary>
/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Panel"/> by default
/// </summary>
public Padding PanelChildPadding = new Vector2(5);
/// <summary>
/// The amount that a <see cref="Panel"/>'s scrollable area is moved per single movement of the scroll wheel
/// </summary>
public float PanelStepPerScroll = 10;
/// <summary>
/// The size of the scroller of a <see cref="Panel"/>'s scroll bar
/// </summary>
public Vector2 PanelScrollerSize = new Vector2(5, 10);
/// <summary>
/// The amount of pixels of room there should be between a <see cref="Panel"/>'s scroll bar and the rest of its content
/// </summary>
public float PanelScrollBarOffset = 1;
/// <summary>
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/// The texture that the <see cref="TextField"/> element uses
/// </summary>
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public NinePatch TextFieldTexture;
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/// <summary>
/// The texture that the <see cref="TextField"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
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public NinePatch TextFieldHoveredTexture;
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/// <summary>
/// The color that the <see cref="TextField"/> renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color TextFieldHoveredColor = Color.LightGray;
/// <summary>
/// The x position that a <see cref="TextField"/>'s text should start rendering at, based on the x position of the text field
/// </summary>
public float TextFieldTextOffsetX = 4;
/// <summary>
/// The width that a <see cref="TextField"/>'s caret should render with
/// </summary>
public float TextFieldCaretWidth = 0.5F;
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/// <summary>
/// The background texture that the <see cref="ScrollBar"/> element uses
/// </summary>
public NinePatch ScrollBarBackground;
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/// <summary>
/// The texture that the scroll indicator of the <see cref="ScrollBar"/> element uses
/// </summary>
public NinePatch ScrollBarScrollerTexture;
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/// <summary>
/// Whether or not a <see cref="ScrollBar"/> should use smooth scrolling
/// </summary>
public bool ScrollBarSmoothScrolling;
/// <summary>
/// The factor with which a <see cref="ScrollBar"/>'s smooth scrolling happens
/// </summary>
public float ScrollBarSmoothScrollFactor = 0.75F;
/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses
/// </summary>
public NinePatch CheckboxTexture;
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/// <summary>
/// The texture that the <see cref="Checkbox"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public NinePatch CheckboxHoveredTexture;
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/// <summary>
/// The color that the <see cref="Checkbox"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color CheckboxHoveredColor = Color.LightGray;
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/// <summary>
/// The texture that the <see cref="Checkbox"/> element uses when it <see cref="Checkbox.IsDisabled"/>.
/// </summary>
public NinePatch CheckboxDisabledTexture;
/// <summary>
/// The color that the <see cref="Checkbox"/> element uses when it <see cref="Checkbox.IsDisabled"/>.
/// </summary>
public Color CheckboxDisabledColor = Color.Gray;
/// <summary>
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/// The texture that the <see cref="Checkbox"/> element renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
/// </summary>
public TextureRegion CheckboxCheckmark;
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/// <summary>
/// The width of the space between a <see cref="Checkbox"/> and its <see cref="Checkbox.Label"/>
/// </summary>
public float CheckboxTextOffsetX = 2;
/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses
/// </summary>
public NinePatch RadioTexture;
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/// <summary>
/// The texture that the <see cref="RadioButton"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public NinePatch RadioHoveredTexture;
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/// <summary>
/// The color that the <see cref="RadioButton"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
/// </summary>
public Color RadioHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
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/// </summary>
public TextureRegion RadioCheckmark;
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/// <summary>
/// The texture that the <see cref="Tooltip"/> uses for its background
/// </summary>
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public NinePatch TooltipBackground;
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/// <summary>
/// The offset of the <see cref="Tooltip"/> element's top left corner from the mouse position
/// </summary>
public Vector2 TooltipOffset = new Vector2(8, 16);
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/// <summary>
/// The offset of the <see cref="Tooltip"/> element's top center coordinate from the bottom center of the element snapped to when <see cref="Tooltip.DisplayInAutoNavMode"/> is true.
/// </summary>
public Vector2 TooltipAutoNavOffset = new Vector2(0, 8);
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/// <summary>
/// The auto-nav anchor that is used or tooltips by default.
/// </summary>
public Anchor TooltipAutoNavAnchor = Anchor.BottomCenter;
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/// <summary>
/// The mouse anchor that is used for tooltips by default.
/// </summary>
public Anchor TooltipMouseAnchor = Anchor.BottomRight;
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/// <summary>
/// Whether tooltips should use auto-nav rendering behavior for tooltips even when using a mouse by default.
/// </summary>
public bool TooltipUseAutoNavBehaviorForMouse;
/// <summary>
/// The color that the text of a <see cref="Tooltip"/> should have
/// </summary>
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public Color TooltipTextColor = Color.White;
/// <summary>
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/// The amount of time that the mouse has to be over an element with a <see cref="Tooltip"/> for the tooltip to appear
/// </summary>
public TimeSpan TooltipDelay = TimeSpan.Zero;
/// <summary>
/// The width of a <see cref="Tooltip"/>'s default text <see cref="Paragraph"/>
/// </summary>
public float TooltipTextWidth = 50;
/// <summary>
/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Tooltip"/> by default
/// </summary>
public Padding TooltipChildPadding = new Vector2(2);
/// <summary>
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/// The texture that the <see cref="ProgressBar"/> element uses for its background
/// </summary>
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public NinePatch ProgressBarTexture;
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/// <summary>
/// The color that the <see cref="ProgressBar"/> element renders with
/// </summary>
public Color ProgressBarColor = Color.White;
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/// <summary>
/// The padding that the <see cref="ProgressBar"/> uses for its progress texture (<see cref="ProgressBarProgressTexture"/>)
/// </summary>
public Vector2 ProgressBarProgressPadding = new Vector2(1);
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/// <summary>
/// The texture that the <see cref="ProgressBar"/> uses for displaying its progress
/// </summary>
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public NinePatch ProgressBarProgressTexture;
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/// <summary>
/// The color that the <see cref="ProgressBar"/> renders its progress texture with
/// </summary>
public Color ProgressBarProgressColor = Color.Red;
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/// <summary>
/// The font that <see cref="Paragraph"/> and other elements should use for rendering.
/// Note that, to specify a bold and italic font for <see cref="TextFormatter"/>, you should use <see cref="GenericFont.Bold"/> and <see cref="GenericFont.Italic"/>.
/// </summary>
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public GenericFont Font;
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/// <summary>
/// The scale that text should be rendered with in <see cref="Paragraph"/> and other elements
/// </summary>
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public float TextScale = 1;
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/// <summary>
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/// The color that the text of a <see cref="Paragraph"/> should have
/// </summary>
public Color TextColor = Color.White;
/// <summary>
/// The <see cref="TextAlignment"/> that a <see cref="Paragraph"/> should use by default.
/// </summary>
public TextAlignment TextAlignment;
/// <summary>
/// The <see cref="SoundEffectInfo"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
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/// Note that this sound is only played if the callbacks have any subscribers.
/// </summary>
public SoundEffectInfo ActionSound;
/// <summary>
/// The color that a <see cref="Paragraph"/>'s <see cref="Paragraph.Link"/> codes should have.
/// This value is passed to <see cref="LinkCode"/>.
/// </summary>
public Color? LinkColor = Color.CornflowerBlue;
/// <summary>
/// A set of additional fonts that can be used for the <c>&lt;f FontName&gt;</c> formatting code
/// </summary>
public Dictionary<string, GenericFont> AdditionalFonts = new Dictionary<string, GenericFont>();
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private readonly Dictionary<Type, Action<Element>> elementStyles = new Dictionary<Type, Action<Element>>();
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/// <summary>
/// Creates a new set of style settings with the default values.
/// </summary>
public UiStyle() {}
/// <summary>
/// Creates a new set of style settings with values inherited from the given <paramref name="original"/> style settings.
/// </summary>
/// <param name="original">The original style settings, to copy into the new instance.</param>
public UiStyle(UiStyle original) {
this.SelectionIndicator = original.SelectionIndicator;
this.MouseEnterAnimation = original.MouseEnterAnimation;
this.MouseExitAnimation = original.MouseExitAnimation;
this.ButtonTexture = original.ButtonTexture;
this.ButtonHoveredTexture = original.ButtonHoveredTexture;
this.ButtonHoveredColor = original.ButtonHoveredColor;
this.ButtonDisabledTexture = original.ButtonDisabledTexture;
this.ButtonDisabledColor = original.ButtonDisabledColor;
this.PanelTexture = original.PanelTexture;
this.PanelColor = original.PanelColor;
this.PanelChildPadding = original.PanelChildPadding;
this.PanelStepPerScroll = original.PanelStepPerScroll;
this.PanelScrollerSize = original.PanelScrollerSize;
this.PanelScrollBarOffset = original.PanelScrollBarOffset;
this.TextFieldTexture = original.TextFieldTexture;
this.TextFieldHoveredTexture = original.TextFieldHoveredTexture;
this.TextFieldHoveredColor = original.TextFieldHoveredColor;
this.TextFieldTextOffsetX = original.TextFieldTextOffsetX;
this.TextFieldCaretWidth = original.TextFieldCaretWidth;
this.ScrollBarBackground = original.ScrollBarBackground;
this.ScrollBarScrollerTexture = original.ScrollBarScrollerTexture;
this.ScrollBarSmoothScrolling = original.ScrollBarSmoothScrolling;
this.ScrollBarSmoothScrollFactor = original.ScrollBarSmoothScrollFactor;
this.CheckboxTexture = original.CheckboxTexture;
this.CheckboxHoveredTexture = original.CheckboxHoveredTexture;
this.CheckboxHoveredColor = original.CheckboxHoveredColor;
this.CheckboxDisabledTexture = original.CheckboxDisabledTexture;
this.CheckboxDisabledColor = original.CheckboxDisabledColor;
this.CheckboxCheckmark = original.CheckboxCheckmark;
this.CheckboxTextOffsetX = original.CheckboxTextOffsetX;
this.RadioTexture = original.RadioTexture;
this.RadioHoveredTexture = original.RadioHoveredTexture;
this.RadioHoveredColor = original.RadioHoveredColor;
this.RadioCheckmark = original.RadioCheckmark;
this.TooltipBackground = original.TooltipBackground;
this.TooltipOffset = original.TooltipOffset;
this.TooltipAutoNavOffset = original.TooltipAutoNavOffset;
this.TooltipTextColor = original.TooltipTextColor;
this.TooltipDelay = original.TooltipDelay;
this.TooltipTextWidth = original.TooltipTextWidth;
this.TooltipChildPadding = original.TooltipChildPadding;
this.ProgressBarTexture = original.ProgressBarTexture;
this.ProgressBarColor = original.ProgressBarColor;
this.ProgressBarProgressPadding = original.ProgressBarProgressPadding;
this.ProgressBarProgressTexture = original.ProgressBarProgressTexture;
this.ProgressBarProgressColor = original.ProgressBarProgressColor;
this.Font = original.Font;
this.TextScale = original.TextScale;
this.TextColor = original.TextColor;
this.TextAlignment = original.TextAlignment;
this.ActionSound = original.ActionSound;
this.LinkColor = original.LinkColor;
this.AdditionalFonts = new Dictionary<string, GenericFont>(original.AdditionalFonts);
this.elementStyles = new Dictionary<Type, Action<Element>>(original.elementStyles);
}
/// <summary>
/// Adds an action to the given <see cref="Element"/> type <typeparamref name="T"/> that allows applying any kind of custom styling or behavior to it.
/// Custom styles added in this manner can be applied to an element using <see cref="ApplyCustomStyle"/>.
/// </summary>
/// <param name="style">The style action to add.</param>
/// <param name="add">Whether the <paramref name="style"/> function should be added to the existing style settings rather than replacing them.</param>
/// <typeparam name="T">The <see cref="Element"/> type that the <paramref name="style"/> should apply to.</typeparam>
public void AddCustomStyle<T>(Action<T> style, bool add = false) where T : Element {
if (add && this.elementStyles.ContainsKey(typeof(T))) {
this.elementStyles[typeof(T)] += Action;
} else {
this.elementStyles[typeof(T)] = Action;
}
void Action(Element e) {
style.Invoke((T) e);
}
}
/// <summary>
/// Applies a set of custom styling actions to the given <paramref name="element"/> which were added through <see cref="AddCustomStyle{T}"/>.
/// This method is automatically invoked in <see cref="Element.InitStyle"/>.
/// </summary>
/// <param name="element">The element to apply custom styling to.</param>
/// <returns>Whether any custom styling exists for the given <paramref name="element"/>.</returns>
public bool ApplyCustomStyle(Element element) {
if (this.elementStyles.TryGetValue(element.GetType(), out var style)) {
style?.Invoke(element);
return true;
}
return false;
}
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}
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}