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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 Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Extensions ;
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using MLEM.Misc ;
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using MLEM.Textures ;
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using MLEM.Ui.Style ;
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namespace MLEM.Ui.Elements {
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/// <summary>
/// A panel element to be used inside of a <see cref="UiSystem"/>.
/// The panel is a complex element that displays a box as a background to all of its child elements.
/// Additionally, a panel can be set to <see cref="scrollOverflow"/> on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
/// </summary>
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public class Panel : Element {
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/// <summary>
/// The scroll bar that this panel contains.
/// This is only nonnull if <see cref="scrollOverflow"/> is true.
/// Note that some scroll bar styling is controlled by this panel, namely <see cref="StepPerScroll"/> and <see cref="ScrollerSize"/>.
/// </summary>
public readonly ScrollBar ScrollBar ;
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/// <summary>
/// The texture that this panel should have, or null if it should be invisible.
/// </summary>
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public StyleProp < NinePatch > Texture ;
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/// <summary>
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/// The color that this panel's <see cref="Texture"/> should be drawn with.
/// If this style property has no value, <see cref="Color.White"/> is used.
/// </summary>
public StyleProp < Color > DrawColor ;
/// <summary>
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/// The amount that the scrollable area is moved per single movement of the scroll wheel
/// This value is passed to the <see cref="ScrollBar"/>'s <see cref="Elements.ScrollBar.StepPerScroll"/>
/// </summary>
public StyleProp < float > StepPerScroll ;
/// <summary>
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/// The size that the <see cref="ScrollBar"/>'s scroller should have, in pixels.
/// The scroller size's height specified here is the minimum height, otherwise, it is automatically calculated based on panel content.
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/// </summary>
public StyleProp < Vector2 > ScrollerSize ;
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/// <summary>
/// The amount of pixels of room there should be between the <see cref="ScrollBar"/> and the rest of the content
/// </summary>
public StyleProp < float > ScrollBarOffset ;
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private readonly List < Element > relevantChildren = new List < Element > ( ) ;
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private readonly bool scrollOverflow ;
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private RenderTarget2D renderTarget ;
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private bool relevantChildrenDirty ;
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private float scrollBarChildOffset ;
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/// <summary>
/// Creates a new panel with the given settings.
/// </summary>
/// <param name="anchor">The panel's anchor</param>
/// <param name="size">The panel's default size</param>
/// <param name="positionOffset">The panel's offset from its anchor point</param>
/// <param name="setHeightBasedOnChildren">Whether the panel should automatically calculate its height based on its children's size</param>
/// <param name="scrollOverflow">Whether this panel should automatically add a scroll bar to scroll towards elements that are beyond the area this panel covers</param>
/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling</param>
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public Panel ( Anchor anchor , Vector2 size , Vector2 positionOffset , bool setHeightBasedOnChildren = false , bool scrollOverflow = false , bool autoHideScrollbar = true ) : base ( anchor , size ) {
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this . PositionOffset = positionOffset ;
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this . SetHeightBasedOnChildren = setHeightBasedOnChildren ;
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this . scrollOverflow = scrollOverflow ;
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this . CanBeSelected = false ;
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if ( scrollOverflow ) {
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this . ScrollBar = new ScrollBar ( Anchor . TopRight , Vector2 . Zero , 0 , 0 ) {
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OnValueChanged = ( element , value ) = > this . ScrollChildren ( ) ,
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CanAutoAnchorsAttach = false ,
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AutoHideWhenEmpty = autoHideScrollbar ,
IsHidden = autoHideScrollbar
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} ;
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// handle automatic element selection, the scroller needs to scroll to the right location
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this . OnSelectedElementChanged + = ( _ , e ) = > {
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if ( ! this . Controls . IsAutoNavMode )
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return ;
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if ( e = = null | | ! e . GetParentTree ( ) . Contains ( this ) )
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return ;
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var firstChild = this . Children . First ( c = > c ! = this . ScrollBar ) ;
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this . ScrollBar . CurrentValue = ( e . Area . Center . Y - this . Area . Height / 2 - firstChild . Area . Top ) / e . Scale + this . ChildPadding . Value . Height / 2 ;
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} ;
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this . AddChild ( this . ScrollBar ) ;
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}
}
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/// <inheritdoc />
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public override void ForceUpdateArea ( ) {
if ( this . scrollOverflow ) {
// sanity check
if ( this . SetHeightBasedOnChildren )
throw new NotSupportedException ( "A panel can't both set height based on children and scroll overflow" ) ;
foreach ( var child in this . Children ) {
if ( child ! = this . ScrollBar & & child . Anchor < Anchor . AutoLeft )
throw new NotSupportedException ( $"A panel that handles overflow can't contain non-automatic anchors ({child})" ) ;
if ( child is Panel panel & & panel . scrollOverflow )
throw new NotSupportedException ( $"A panel that scrolls overflow cannot contain another panel that scrolls overflow ({child})" ) ;
}
}
base . ForceUpdateArea ( ) ;
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this . SetScrollBarStyle ( ) ;
}
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/// <inheritdoc />
public override void SetAreaAndUpdateChildren ( RectangleF area ) {
base . SetAreaAndUpdateChildren ( area ) ;
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this . ScrollChildren ( ) ;
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this . ScrollSetup ( ) ;
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}
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private void ScrollChildren ( ) {
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if ( ! this . scrollOverflow )
return ;
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var offset = new Vector2 ( 0 , - this . ScrollBar . CurrentValue ) ;
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// we ignore false grandchildren so that the children of the scroll bar stay in place
foreach ( var child in this . GetChildren ( c = > c ! = this . ScrollBar , true , true ) ) {
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if ( ! child . ScrollOffset . Equals ( offset , Epsilon ) ) {
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child . ScrollOffset = offset ;
this . relevantChildrenDirty = true ;
}
}
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}
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/// <inheritdoc />
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public override void ForceUpdateSortedChildren ( ) {
base . ForceUpdateSortedChildren ( ) ;
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if ( this . scrollOverflow )
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this . ForceUpdateRelevantChildren ( ) ;
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}
/// <inheritdoc />
public override void RemoveChild ( Element element ) {
if ( element = = this . ScrollBar )
throw new NotSupportedException ( "A panel that scrolls overflow cannot have its scroll bar removed from its list of children" ) ;
base . RemoveChild ( element ) ;
}
/// <inheritdoc />
public override void RemoveChildren ( Func < Element , bool > condition = null ) {
base . RemoveChildren ( e = > e ! = this . ScrollBar & & ( condition = = null | | condition ( e ) ) ) ;
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}
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/// <inheritdoc />
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protected override IList < Element > GetRelevantChildren ( ) {
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var relevant = base . GetRelevantChildren ( ) ;
if ( this . scrollOverflow ) {
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if ( this . relevantChildrenDirty )
this . ForceUpdateRelevantChildren ( ) ;
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relevant = this . relevantChildren ;
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}
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return relevant ;
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}
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/// <inheritdoc />
protected override void OnChildAreaDirty ( Element child , bool grandchild ) {
base . OnChildAreaDirty ( child , grandchild ) ;
// we only need to scroll when a grandchild changes, since all of our children are forced
// to be auto-anchored and so will automatically propagate their changes up to us
if ( grandchild )
this . ScrollChildren ( ) ;
}
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/// <inheritdoc />
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public override void Draw ( GameTime time , SpriteBatch batch , float alpha , BlendState blendState , SamplerState samplerState , DepthStencilState depthStencilState , Effect effect , Matrix matrix ) {
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// draw children onto the render target if we have one
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if ( this . scrollOverflow & & this . renderTarget ! = null ) {
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this . UpdateAreaIfDirty ( ) ;
batch . End ( ) ;
// force render target usage to preserve so that previous content isn't cleared
var lastUsage = batch . GraphicsDevice . PresentationParameters . RenderTargetUsage ;
batch . GraphicsDevice . PresentationParameters . RenderTargetUsage = RenderTargetUsage . PreserveContents ;
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using ( batch . GraphicsDevice . WithRenderTarget ( this . renderTarget ) ) {
batch . GraphicsDevice . Clear ( Color . Transparent ) ;
// offset children by the render target's location
var area = this . GetRenderTargetArea ( ) ;
var trans = Matrix . CreateTranslation ( - area . X , - area . Y , 0 ) ;
// do the usual draw, but within the render target
batch . Begin ( SpriteSortMode . Deferred , blendState , samplerState , depthStencilState , null , effect , trans ) ;
base . Draw ( time , batch , alpha , blendState , samplerState , depthStencilState , effect , trans ) ;
batch . End ( ) ;
}
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batch . GraphicsDevice . PresentationParameters . RenderTargetUsage = lastUsage ;
batch . Begin ( SpriteSortMode . Deferred , blendState , samplerState , depthStencilState , null , effect , matrix ) ;
}
if ( this . Texture . HasValue ( ) )
batch . Draw ( this . Texture , this . DisplayArea , this . DrawColor . OrDefault ( Color . White ) * alpha , this . Scale ) ;
// if we handle overflow, draw using the render target in DrawUnbound
if ( ! this . scrollOverflow | | this . renderTarget = = null ) {
base . Draw ( time , batch , alpha , blendState , samplerState , depthStencilState , effect , matrix ) ;
} else {
// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
batch . Draw ( this . renderTarget , this . GetRenderTargetArea ( ) , Color . White ) ;
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}
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}
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/// <inheritdoc />
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public override Element GetElementUnderPos ( Vector2 position ) {
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// if overflow is handled, don't propagate mouse checks to hidden children
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var transformed = this . TransformInverse ( position ) ;
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if ( this . scrollOverflow & & ! this . GetRenderTargetArea ( ) . Contains ( transformed ) )
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return ! this . IsHidden & & this . CanBeMoused & & this . DisplayArea . Contains ( transformed ) ? this : null ;
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return base . GetElementUnderPos ( position ) ;
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}
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private RectangleF GetRenderTargetArea ( ) {
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var area = this . ChildPaddedArea ;
area . X = this . DisplayArea . X ;
area . Width = this . DisplayArea . Width ;
return area ;
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}
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/// <inheritdoc />
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protected override void InitStyle ( UiStyle style ) {
base . InitStyle ( style ) ;
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this . Texture = this . Texture . OrStyle ( style . PanelTexture ) ;
this . StepPerScroll = this . StepPerScroll . OrStyle ( style . PanelStepPerScroll ) ;
this . ScrollerSize = this . ScrollerSize . OrStyle ( style . PanelScrollerSize ) ;
this . ScrollBarOffset = this . ScrollBarOffset . OrStyle ( style . PanelScrollBarOffset ) ;
this . ChildPadding = this . ChildPadding . OrStyle ( style . PanelChildPadding ) ;
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this . SetScrollBarStyle ( ) ;
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}
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/// <summary>
/// Prepares the panel for auto-scrolling, creating the render target and setting up the scroll bar's maximum value.
/// </summary>
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protected virtual void ScrollSetup ( ) {
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if ( ! this . scrollOverflow | | this . IsHidden )
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return ;
// if there is only one child, then we have just the scroll bar
if ( this . Children . Count = = 1 )
return ;
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// the "real" first child is the scroll bar, which we want to ignore
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var firstChild = this . Children . First ( c = > c ! = this . ScrollBar ) ;
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var lowestChild = this . GetLowestChild ( c = > c ! = this . ScrollBar & & ! c . IsHidden ) ;
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var childrenHeight = lowestChild . Area . Bottom - firstChild . Area . Top ;
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// the max value of the scrollbar is the amount of non-scaled pixels taken up by overflowing components
var scrollBarMax = ( childrenHeight - this . ChildPaddedArea . Height ) / this . Scale ;
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if ( ! this . ScrollBar . MaxValue . Equals ( scrollBarMax , Epsilon ) ) {
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this . ScrollBar . MaxValue = scrollBarMax ;
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this . relevantChildrenDirty = true ;
// update child padding based on whether the scroll bar is visible
var childOffset = this . ScrollBar . IsHidden ? 0 : this . ScrollerSize . Value . X + this . ScrollBarOffset ;
if ( ! this . scrollBarChildOffset . Equals ( childOffset , Epsilon ) ) {
this . ChildPadding + = new Padding ( 0 , - this . scrollBarChildOffset + childOffset , 0 , 0 ) ;
this . scrollBarChildOffset = childOffset ;
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this . SetAreaDirty ( ) ;
}
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}
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// the scroller height has the same relation to the scroll bar height as the visible area has to the total height of the panel's content
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var scrollerHeight = Math . Min ( this . ChildPaddedArea . Height / childrenHeight / this . Scale , 1 ) * this . ScrollBar . Area . Height ;
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this . ScrollBar . ScrollerSize = new Vector2 ( this . ScrollerSize . Value . X , Math . Max ( this . ScrollerSize . Value . Y , scrollerHeight ) ) ;
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// update the render target
var targetArea = ( Rectangle ) this . GetRenderTargetArea ( ) ;
if ( targetArea . Width < = 0 | | targetArea . Height < = 0 )
return ;
if ( this . renderTarget = = null | | targetArea . Width ! = this . renderTarget . Width | | targetArea . Height ! = this . renderTarget . Height ) {
if ( this . renderTarget ! = null )
this . renderTarget . Dispose ( ) ;
this . renderTarget = targetArea . IsEmpty ? null : new RenderTarget2D ( this . System . Game . GraphicsDevice , targetArea . Width , targetArea . Height ) ;
this . relevantChildrenDirty = true ;
}
}
/// <inheritdoc />
public override void Dispose ( ) {
if ( this . renderTarget ! = null ) {
this . renderTarget . Dispose ( ) ;
this . renderTarget = null ;
}
base . Dispose ( ) ;
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}
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private void SetScrollBarStyle ( ) {
if ( this . ScrollBar = = null )
return ;
this . ScrollBar . StepPerScroll = this . StepPerScroll ;
this . ScrollBar . Size = new Vector2 ( this . ScrollerSize . Value . X , 1 ) ;
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this . ScrollBar . PositionOffset = new Vector2 ( - this . ScrollerSize . Value . X - this . ScrollBarOffset , 0 ) ;
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}
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private void ForceUpdateRelevantChildren ( ) {
this . relevantChildrenDirty = false ;
this . relevantChildren . Clear ( ) ;
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var visible = this . GetRenderTargetArea ( ) ;
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foreach ( var child in this . SortedChildren ) {
if ( child . Area . Intersects ( visible ) ) {
this . relevantChildren . Add ( child ) ;
} else {
foreach ( var c in child . GetChildren ( regardGrandchildren : true ) ) {
if ( c . Area . Intersects ( visible ) ) {
this . relevantChildren . Add ( child ) ;
break ;
}
}
}
}
}
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}
}