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MLEM/Docs/articles/ui.md

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# MLEM.Ui
2020-05-21 01:08:36 +02:00
**MLEM.Ui** is a Ui framework for MonoGame that features elements with automatic positioning and sizing. It contains various ready-made element types like buttons, paragraphs, text fields and more, along with the ability to easily create custom controls. It supports **mouse**, **keyboard**, **gamepad** and **touch** input with little to no additional setup work required.
To see some of what MLEM.Ui can do, you can check out [the demo](https://github.com/Ellpeck/MLEM/blob/master/Demos/UiDemo.cs) as well.
## Setting it up
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To get set up with MLEM.Ui, there are only a few things that need to be done in your Game class:
```cs
public UiSystem UiSystem;
protected override void LoadContent() {
// Load your other content here
// Initialize the Ui system
this.UiSystem = new UiSystem(this.Window, this.GraphicsDevice, new UntexturedStyle(this.SpriteBatch));
}
protected override void Update(GameTime gameTime) {
// Update the Ui system
this.UiSystem.Update(gameTime);
}
protected override void Draw(GameTime gameTime) {
// DrawEarly needs to be called before clearing your graphics context
this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
this.GraphicsDevice.Clear(Color.CornflowerBlue);
// Do your regular game drawing here
// Call Draw at the end to draw the Ui on top of your game
this.UiSystem.Draw(gameTime, this.SpriteBatch);
}
```
### Text Input
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Text input is a bit weird in MonoGame. On Desktop devices, you have the `Window.TextInput` event that gets called automatically with the correct characters for the keys that you're pressing, even for non-American keyboards. However, this function doesn't just *not work* on other devices, it doesn't exist there at all. So, to make MLEM.Ui compatible with all devices without publishing a separate version for each MonoGame system, you have to set up the text input wrapper yourself, based on the system you're using MLEM.Ui with. This has to be done *before* initializing your `UiSystem`.
DesktopGL:
```cs
TextInputWrapper.Current = new TextInputWrapper.DesktopGl<TextInputEventArgs>((w, c) => w.TextInput += c);
```
Mobile devices and consoles:
```cs
TextInputWrapper.Current = new TextInputWrapper.Mobile();
```
Other systems. Note that, for this implementation, its `Update()` method also has to be called every game update tick. It only supports an American keyboard layout due to the way that it is implemented:
```cs
TextInputWrapper.Current = new TextInputWrapper.Primitive();
```
If you're not using text input, you can just set the wrapper to a stub one like so:
```cs
TextInputWrapper.Current = new TextInputWrapper.None();
```
## Setting the style
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By default, MLEM.Ui's controls look pretty bland, since it doesn't ship with any fonts or textures for any of its controls. To change the style of your ui, simply expand your `new UntexturedStyle(this.SpriteBatch)` call to include fonts and textures of your choosing, for example:
```cs
var style = new UntexturedStyle(this.SpriteBatch) {
Font = new GenericSpriteFont(this.Content.Load<SpriteFont>("Fonts/ExampleFont")),
ButtonTexture = new NinePatch(this.Content.Load<Texture2D>("Textures/ExampleTexture"), padding: 1)
};
```
Note that MLEM.Ui is also compatible with [MonoGame.Extended](http://www.monogameextended.net/)'s Bitmap Fonts by installing MLEM.Extended and using `GenericBitmapFont` instead.
### Scaling
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To change the scaling of your ui, you can use the `UiSystem`'s `Scale` property. Additionally, you can enable `AutoScaleWithScreen` to cause the entire ui to scale automatically when resizing the game window.
## Adding elements
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To add elements to your ui, you first have to add a **root element**. A root element can be any type of element, but to add it to the ui system, you have to give it a name:
```cs
var panel = new Panel(Anchor.Center, size: new Vector2(100, 100), positionOffset: Vector2.Zero);
this.UiSystem.Add("ExampleUi", panel);
```
After that, any more elements that you want to add to the ui can be added as **child elements** to the root. Each child element can then have more child elements added to it, and so on.
The **anchor** of an element determines its position relative to its parent. To change an element's position within its parent, you can use `PositionOffset`.
This is an example of a simple information box with a paragraph of text, followed by a button to close the box:
```cs
var box = new Panel(Anchor.Center, new Vector2(100, 1), Vector2.Zero, setHeightBasedOnChildren: true);
box.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is some example text!"));
box.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 20), "Okay") {
OnPressed = element => this.UiSystem.Remove("InfoBox"),
PositionOffset = new Vector2(0, 1)
});
this.UiSystem.Add("InfoBox", box);
```
### About sizing
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Note that, when setting the width and height of any element, there are some things to note:
- Each element has a `SetWidthBasedOnChildren` and a `SetHeightBasedOnChildren` property, which allow them to change their size automatically based on their content
- When specifying a width or height *lower than or equal to 1*, it is seen as a percentage based on the parent's size instead. For example, a paragraph with a width of `0.5F` inside of a panel width a width of `200` will be `100` units wide.
- When specifying a width *lower than 0*, it is seen as a percentage based on the element's height, and vice versa. For example, a panel with a width of `200` and a height of `-2` will be `400` units tall.