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MLEM/MLEM.Ui/Elements/Tooltip.cs

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C#
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using System;
using Microsoft.Xna.Framework;
using MLEM.Input;
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using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
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/// <summary>
/// A tooltip element for use inside of a <see cref="UiSystem"/>.
/// A tooltip is a <see cref="Panel"/> with a custom cursor that always follows the position of the mouse.
/// Tooltips can easily be configured to be hooked onto an element, causing them to appear when it is moused, and disappear when it is not moused anymore.
/// </summary>
public class Tooltip : Panel {
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/// <summary>
/// The offset that this tooltip's top left corner should have from the mouse position
/// </summary>
public StyleProp<Vector2> MouseOffset;
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/// <summary>
/// The offset that this tooltip's top center coordinate should have from the bottom center of the element snapped to when <see cref="DisplayInAutoNavMode"/> is true.
/// </summary>
public StyleProp<Vector2> AutoNavOffset;
/// <summary>
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/// The amount of time that the mouse has to be over an element before it appears
/// </summary>
public StyleProp<TimeSpan> Delay;
/// <summary>
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/// The paragraph of text that this tooltip displays
/// </summary>
public Paragraph Paragraph;
/// <summary>
/// Determines whether this tooltip should display when <see cref="UiControls.IsAutoNavMode"/> is true, which is when the UI is being controlled using a keyboard or gamepad.
/// If this tooltip is displayed in auto-nav mode, it will display below the selected element with the <see cref="AutoNavOffset"/> applied.
/// </summary>
public bool DisplayInAutoNavMode;
/// <summary>
/// The position that this tooltip should be following (or snapped to) instead of the <see cref="InputHandler.ViewportMousePosition"/>.
/// If this value is unset, <see cref="InputHandler.ViewportMousePosition"/> will be used as the snap position.
/// Note that <see cref="MouseOffset"/> is still applied with this value set.
/// </summary>
public virtual Vector2? SnapPosition { get; set; }
/// <inheritdoc />
public override bool IsHidden => this.autoHidden || base.IsHidden;
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private TimeSpan delayCountdown;
private bool autoHidden;
private Element snapElement;
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/// <summary>
/// Creates a new tooltip with the given settings
/// </summary>
/// <param name="text">The text to display on the tooltip</param>
/// <param name="elementToHover">The element that should automatically cause the tooltip to appear and disappear when hovered and not hovered, respectively</param>
public Tooltip(string text = null, Element elementToHover = null) :
base(Anchor.TopLeft, Vector2.One, Vector2.Zero) {
if (text != null)
this.Paragraph = this.AddChild(new Paragraph(Anchor.TopLeft, 0, text));
this.Init(elementToHover);
}
/// <summary>
/// Creates a new tooltip with the given settings
/// </summary>
/// <param name="textCallback">The text to display on the tooltip</param>
/// <param name="elementToHover">The element that should automatically cause the tooltip to appear and disappear when hovered and not hovered, respectively</param>
public Tooltip(Paragraph.TextCallback textCallback, Element elementToHover = null) :
base(Anchor.TopLeft, Vector2.One, Vector2.Zero) {
this.Paragraph = this.AddChild(new Paragraph(Anchor.TopLeft, 0, textCallback));
this.Init(elementToHover);
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}
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/// <inheritdoc />
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public override void Update(GameTime time) {
base.Update(time);
this.SnapPositionToMouse();
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if (this.delayCountdown > TimeSpan.Zero) {
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this.delayCountdown -= time.ElapsedGameTime;
if (this.delayCountdown <= TimeSpan.Zero) {
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this.IsHidden = false;
this.UpdateAutoHidden();
this.SnapPositionToMouse();
}
} else {
this.UpdateAutoHidden();
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}
}
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/// <inheritdoc />
public override void ForceUpdateArea() {
if (this.Parent != null)
throw new NotSupportedException($"A tooltip shouldn't be the child of another element ({this.Parent})");
base.ForceUpdateArea();
this.SnapPositionToMouse();
}
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/// <inheritdoc />
protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
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this.Texture = this.Texture.OrStyle(style.TooltipBackground);
this.MouseOffset = this.MouseOffset.OrStyle(style.TooltipOffset);
this.AutoNavOffset = this.AutoNavOffset.OrStyle(style.TooltipAutoNavOffset);
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this.Delay = this.Delay.OrStyle(style.TooltipDelay);
this.ChildPadding = this.ChildPadding.OrStyle(style.TooltipChildPadding);
if (this.Paragraph != null) {
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this.Paragraph.TextColor = this.Paragraph.TextColor.OrStyle(style.TooltipTextColor, 1);
this.Paragraph.Size = new Vector2(style.TooltipTextWidth, 0);
}
}
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/// <summary>
/// Causes this tooltip's position to be snapped to the mouse position, or the <see cref="snapElement"/> if <see cref="DisplayInAutoNavMode"/> is true, or the <see cref="SnapPosition"/> if set.
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/// </summary>
public void SnapPositionToMouse() {
Vector2 snapPosition;
if (this.snapElement != null) {
// center our snap position below the snap element
snapPosition = new Vector2(this.snapElement.DisplayArea.Center.X, this.snapElement.DisplayArea.Bottom) + this.AutoNavOffset;
snapPosition.X -= this.DisplayArea.Width / 2F;
} else {
snapPosition = (this.SnapPosition ?? this.Input.ViewportMousePosition.ToVector2()) + this.MouseOffset.Value;
}
var viewport = this.System.Viewport;
var offset = snapPosition / this.Scale;
if (offset.X < viewport.X)
offset.X = viewport.X;
if (offset.Y < viewport.Y)
offset.Y = viewport.Y;
if (offset.X * this.Scale + this.Area.Width >= viewport.Right)
offset.X = (viewport.Right - this.Area.Width) / this.Scale;
if (offset.Y * this.Scale + this.Area.Height >= viewport.Bottom)
offset.Y = (viewport.Bottom - this.Area.Height) / this.Scale;
this.PositionOffset = offset;
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}
/// <summary>
/// Adds this tooltip to the given <see cref="UiSystem"/> and either displays it directly or starts the <see cref="Delay"/> timer.
/// </summary>
/// <param name="system">The system to add this tooltip to</param>
/// <param name="name">The name that this tooltip should use</param>
/// <returns>Whether this tooltip was successfully added, which is not the case if it is already being displayed currently.</returns>
public bool Display(UiSystem system, string name) {
if (system.Add(name, this) == null)
return false;
if (this.Delay <= TimeSpan.Zero) {
this.IsHidden = false;
this.SnapPositionToMouse();
} else {
this.IsHidden = true;
this.delayCountdown = this.Delay;
}
this.autoHidden = false;
return true;
}
/// <summary>
/// Removes this tooltip from its <see cref="UiSystem"/> and resets the <see cref="Delay"/> timer, if there is one.
/// </summary>
public void Remove() {
this.delayCountdown = TimeSpan.Zero;
if (this.System != null)
this.System.Remove(this.Root.Name);
}
/// <summary>
/// Adds this tooltip instance to the given <see cref="Element"/>, making it display when it is moused over
/// </summary>
/// <param name="elementToHover">The element that should automatically cause the tooltip to appear and disappear when hovered and not hovered, respectively</param>
public void AddToElement(Element elementToHover) {
elementToHover.OnMouseEnter += e => this.Display(e.System, $"{e.GetType().Name}Tooltip");
elementToHover.OnMouseExit += e => this.Remove();
elementToHover.OnSelected += e => {
if (this.DisplayInAutoNavMode && e.Controls.IsAutoNavMode) {
this.snapElement = e;
this.Display(e.System, $"{e.GetType().Name}Tooltip");
}
};
elementToHover.OnDeselected += e => {
if (this.DisplayInAutoNavMode) {
this.Remove();
this.snapElement = null;
}
};
}
private void Init(Element elementToHover) {
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if (this.Paragraph != null)
this.Paragraph.AutoAdjustWidth = true;
this.SetWidthBasedOnChildren = true;
this.SetHeightBasedOnChildren = true;
this.CanBeMoused = false;
if (elementToHover != null)
this.AddToElement(elementToHover);
}
private void UpdateAutoHidden() {
var shouldBeHidden = true;
foreach (var child in this.Children) {
if (!child.IsHidden) {
shouldBeHidden = false;
break;
}
}
if (this.autoHidden != shouldBeHidden) {
this.autoHidden = shouldBeHidden;
this.SetAreaDirty();
}
}
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}
}