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using System ;
using System.Linq ;
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using Microsoft.Xna.Framework ;
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using MLEM.Input ;
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using MLEM.Textures ;
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namespace MLEM.Ui.Elements {
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/// <summary>
/// This class contains a set of helper methods that aid in creating special kinds of compound <see cref="Element"/> types for use inside of a <see cref="UiSystem"/>.
/// </summary>
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public static class ElementHelper {
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/// <summary>
/// Creates a button with an image on the left side of its text.
/// </summary>
/// <param name="anchor">The button's anchor</param>
/// <param name="size">The button's size</param>
/// <param name="texture">The texture of the image to render on the button</param>
/// <param name="text">The text to display on the button</param>
/// <param name="tooltipText">The text of the button's tooltip</param>
/// <param name="tooltipWidth">The width of the button's tooltip</param>
/// <param name="imagePadding">The <see cref="Element.Padding"/> of the button's image</param>
/// <returns>An image button</returns>
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public static Button ImageButton ( Anchor anchor , Vector2 size , TextureRegion texture , string text = null , string tooltipText = null , float tooltipWidth = 50 , float imagePadding = 2 ) {
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var button = new Button ( anchor , size , text , tooltipText , tooltipWidth ) ;
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var image = new Image ( Anchor . CenterLeft , Vector2 . One , texture ) { Padding = new Vector2 ( imagePadding ) } ;
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button . OnAreaUpdated + = e = > image . Size = new Vector2 ( e . Area . Height , e . Area . Height ) / e . Scale ;
button . AddChild ( image , 0 ) ;
return button ;
}
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/// <summary>
/// Creates a panel that contains a paragraph of text and a button to close the panel.
/// The panel is part of a group, which causes elements in the background (behind and around the panel) to not be clickable, leaving only the "close" button.
/// </summary>
/// <param name="system">The ui system to add the panel to, optional.</param>
/// <param name="anchor">The anchor of the panel</param>
/// <param name="width">The width of the panel</param>
/// <param name="text">The text to display on the panel</param>
/// <param name="buttonHeight">The height of the "close" button</param>
/// <param name="okText">The text on the "close" button</param>
/// <returns>An info box panel</returns>
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public static Panel ShowInfoBox ( UiSystem system , Anchor anchor , float width , string text , float buttonHeight = 10 , string okText = "Okay" ) {
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var group = new Group ( Anchor . TopLeft , Vector2 . One , false ) ;
var box = group . AddChild ( new Panel ( anchor , new Vector2 ( width , 1 ) , Vector2 . Zero , true ) ) ;
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box . AddChild ( new Paragraph ( Anchor . AutoLeft , 1 , text ) ) ;
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var button = box . AddChild ( new Button ( Anchor . AutoCenter , new Vector2 ( 0.5F , buttonHeight ) , okText ) {
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OnPressed = element = > system . Remove ( "InfoBox" ) ,
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PositionOffset = new Vector2 ( 0 , 1 )
} ) ;
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var root = system . Add ( "InfoBox" , group ) ;
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root . SelectElement ( button ) ;
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return box ;
}
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/// <summary>
/// Creates an array of groups with a fixed width that can be used to create a column structure
/// </summary>
/// <param name="parent">The element the groups should be added to, optional.</param>
/// <param name="totalSize">The total width of all of the groups combined</param>
/// <param name="amount">The amount of groups to split the total size into</param>
/// <param name="setHeightBasedOnChildren">Whether the groups should set their heights based on their children's heights</param>
/// <returns>An array of columns</returns>
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public static Group [ ] MakeColumns ( Element parent , Vector2 totalSize , int amount , bool setHeightBasedOnChildren = true ) {
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var cols = new Group [ amount ] ;
for ( var i = 0 ; i < amount ; i + + ) {
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var anchor = i = = amount - 1 ? Anchor . AutoInlineIgnoreOverflow : Anchor . AutoInline ;
cols [ i ] = new Group ( anchor , new Vector2 ( totalSize . X / amount , totalSize . Y ) , setHeightBasedOnChildren ) ;
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if ( parent ! = null )
parent . AddChild ( cols [ i ] ) ;
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}
return cols ;
}
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/// <summary>
/// Creates a <see cref="TextField"/> with a + and a - button next to it, to allow for easy number input.
/// </summary>
/// <param name="anchor">The text field's anchor</param>
/// <param name="size">The size of the text field</param>
/// <param name="defaultValue">The default content of the text field</param>
/// <param name="stepPerClick">The value that is added or removed to the text field's value when clicking the + or - buttons</param>
/// <param name="rule">The rule for text input. <see cref="TextField.OnlyNumbers"/> by default.</param>
/// <param name="onTextChange">A callback that is invoked when the text field's text changes</param>
/// <returns>A group that contains the number field</returns>
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public static Group NumberField ( Anchor anchor , Vector2 size , int defaultValue = 0 , int stepPerClick = 1 , TextField . Rule rule = null , TextField . TextChanged onTextChange = null ) {
var group = new Group ( anchor , size , false ) ;
var field = new TextField ( Anchor . TopLeft , Vector2 . One , rule ? ? TextField . OnlyNumbers ) ;
field . OnTextChange = onTextChange ;
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field . SetText ( defaultValue . ToString ( ) ) ;
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group . AddChild ( field ) ;
group . OnAreaUpdated + = e = > field . Size = new Vector2 ( ( e . Area . Width - e . Area . Height / 2 ) / e . Scale , 1 ) ;
var upButton = new Button ( Anchor . TopRight , Vector2 . One , "+" ) {
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OnPressed = element = > {
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var text = field . Text ;
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if ( int . TryParse ( text , out var val ) )
field . SetText ( val + stepPerClick ) ;
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}
} ;
group . AddChild ( upButton ) ;
group . OnAreaUpdated + = e = > upButton . Size = new Vector2 ( e . Area . Height / 2 / e . Scale ) ;
var downButton = new Button ( Anchor . BottomRight , Vector2 . One , "-" ) {
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OnPressed = element = > {
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var text = field . Text ;
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if ( int . TryParse ( text , out var val ) )
field . SetText ( val - stepPerClick ) ;
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}
} ;
group . AddChild ( downButton ) ;
group . OnAreaUpdated + = e = > downButton . Size = new Vector2 ( e . Area . Height / 2 / e . Scale ) ;
return group ;
}
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/// <summary>
/// Creates a <see cref="Button"/> that acts as a way to input a custom value for a <see cref="Keybind"/>.
/// Note that only the first <see cref="Keybind.Combination"/> of the given keybind is displayed and edited, all others are ignored. The exception is that, if <paramref name="unbindKey"/> is set, unbinding the keybind clears all combinations.
/// Inputting custom keybinds using this element supports <see cref="ModifierKey"/>-based modifiers and any <see cref="GenericInput"/>-based keys.
/// </summary>
/// <param name="anchor">The button's anchor</param>
/// <param name="size">The button's size</param>
/// <param name="keybind">The keybind that this button should represent</param>
/// <param name="inputHandler">The input handler to query inputs with</param>
/// <param name="activePlaceholder">A placeholder text that is displayed while the keybind is being edited</param>
/// <param name="unbindKey">An optional generic input that allows the keybind value to be unbound, clearing all combinations</param>
/// <param name="unboundPlaceholder">A placeholder text that is displayed if the keybind is unbound</param>
/// <param name="inputName">An optional function to give each input a display name that is easier to read. If this is null, <see cref="GenericInput.ToString"/> is used.</param>
/// <returns>A keybind button with the given settings</returns>
public static Button KeybindButton ( Anchor anchor , Vector2 size , Keybind keybind , InputHandler inputHandler , string activePlaceholder , GenericInput unbindKey = default , string unboundPlaceholder = "" , Func < GenericInput , string > inputName = null ) {
string GetCurrentName ( ) {
var combination = keybind . GetCombinations ( ) . FirstOrDefault ( ) ;
if ( combination = = null )
return unboundPlaceholder ;
return string . Join ( " + " , combination . Modifiers
. Append ( combination . Key )
. Select ( i = > inputName ? . Invoke ( i ) ? ? i . ToString ( ) ) ) ;
}
var button = new Button ( anchor , size , GetCurrentName ( ) ) ;
var active = false ;
var activeNext = false ;
button . OnPressed = e = > {
button . Text . Text = activePlaceholder ;
activeNext = true ;
} ;
button . OnUpdated = ( e , time ) = > {
if ( activeNext ) {
active = true ;
activeNext = false ;
} else if ( active ) {
if ( unbindKey ! = default & & inputHandler . IsPressed ( unbindKey ) ) {
keybind . Clear ( ) ;
button . Text . Text = unboundPlaceholder ;
active = false ;
} else if ( inputHandler . InputsPressed . Length > 0 ) {
var key = inputHandler . InputsPressed . FirstOrDefault ( i = > ! i . IsModifier ( ) ) ;
if ( key ! = default ) {
var mods = inputHandler . InputsDown . Where ( i = > i . IsModifier ( ) ) ;
keybind . Remove ( ( c , i ) = > i = = 0 ) . Add ( key , mods . ToArray ( ) ) ;
button . Text . Text = GetCurrentName ( ) ;
active = false ;
}
}
}
} ;
return button ;
}
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}
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/// <summary>
/// This class contains a set of extensions for dealing with <see cref="Element"/> objects
/// </summary>
public static class ElementExtensions {
/// <summary>
/// Adds a new <see cref="Tooltip"/> to the given element using the <see cref="Tooltip(float,Paragraph.TextCallback,Element)"/> constructor
/// </summary>
/// <param name="element"></param>
/// <param name="width">The width of the tooltip</param>
/// <param name="textCallback">The text to display on the tooltip</param>
/// <returns>The created tooltip instance</returns>
public static Tooltip AddTooltip ( this Element element , float width , Paragraph . TextCallback textCallback ) {
return new Tooltip ( width , textCallback , element ) ;
}
/// <summary>
/// Adds a new <see cref="Tooltip"/> to the given element using the <see cref="Tooltip(float,string,Element)"/> constructor
/// </summary>
/// <param name="element"></param>
/// <param name="width">The width of the tooltip</param>
/// <param name="text">The text to display on the tooltip</param>
/// <returns>The created tooltip instance</returns>
public static Tooltip AddTooltip ( this Element element , float width , string text ) {
return new Tooltip ( width , text , element ) ;
}
}
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}