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MLEM/MLEM.Ui/UiSystem.cs

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C#
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using System;
using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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using MLEM.Extensions;
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using MLEM.Font;
using MLEM.Input;
using MLEM.Misc;
using MLEM.Textures;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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namespace MLEM.Ui {
public class UiSystem : GameComponent {
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public readonly GraphicsDevice GraphicsDevice;
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public readonly GameWindow Window;
public Rectangle Viewport { get; private set; }
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private readonly List<RootElement> rootElements = new List<RootElement>();
public bool AutoScaleWithScreen;
public Point AutoScaleReferenceSize;
private float globalScale = 1;
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public float GlobalScale {
get {
if (!this.AutoScaleWithScreen)
return this.globalScale;
return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.globalScale;
}
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set {
this.globalScale = value;
foreach (var root in this.rootElements)
root.Element.ForceUpdateArea();
}
}
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private UiStyle style;
public UiStyle Style {
get => this.style;
set {
this.style = value;
foreach (var root in this.rootElements) {
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root.Element.AndChildren(e => e.System = this);
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root.Element.SetAreaDirty();
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}
}
}
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public float DrawAlpha = 1;
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public BlendState BlendState;
public SamplerState SamplerState = SamplerState.PointClamp;
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public UiControls Controls;
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public Element.DrawCallback OnElementDrawn = (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha);
public Element.DrawCallback OnSelectedElementDrawn;
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public Element.TimeCallback OnElementUpdated = (e, time) => e.OnUpdated?.Invoke(e, time);
public Element.GenericCallback OnElementPressed = e => e.OnPressed?.Invoke(e);
public Element.GenericCallback OnElementSecondaryPressed = e => e.OnSecondaryPressed?.Invoke(e);
public Element.GenericCallback OnElementSelected = e => e.OnSelected?.Invoke(e);
public Element.GenericCallback OnElementDeselected = e => e.OnDeselected?.Invoke(e);
public Element.GenericCallback OnElementMouseEnter = e => e.OnMouseEnter?.Invoke(e);
public Element.GenericCallback OnElementMouseExit = e => e.OnMouseExit?.Invoke(e);
public Element.GenericCallback OnElementAreaUpdated = e => e.OnAreaUpdated?.Invoke(e);
public Element.GenericCallback OnMousedElementChanged;
public Element.GenericCallback OnSelectedElementChanged;
public RootCallback OnRootAdded;
public RootCallback OnRootRemoved;
public UiSystem(GameWindow window, GraphicsDevice device, UiStyle style, InputHandler inputHandler = null) : base(null) {
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this.Controls = new UiControls(this, inputHandler);
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this.GraphicsDevice = device;
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this.Window = window;
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this.style = style;
this.Viewport = device.Viewport.Bounds;
this.AutoScaleReferenceSize = this.Viewport.Size;
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window.ClientSizeChanged += (sender, args) => {
this.Viewport = device.Viewport.Bounds;
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foreach (var root in this.rootElements)
root.Element.ForceUpdateArea();
};
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window.AddTextInputListener((sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character)));
this.OnMousedElementChanged = e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
this.OnSelectedElementChanged = e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
this.OnSelectedElementDrawn = (element, time, batch, alpha) => {
if (this.Controls.IsAutoNavMode && element.SelectionIndicator.Value != null) {
batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
}
};
this.OnElementPressed += e => {
if (e.OnPressed != null)
e.ActionSound.Value?.Replay();
};
this.OnElementSecondaryPressed += e => {
if (e.OnSecondaryPressed != null)
e.SecondActionSound.Value?.Replay();
};
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}
public override void Update(GameTime time) {
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this.Controls.Update();
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for (var i = this.rootElements.Count - 1; i >= 0; i--) {
this.rootElements[i].Element.Update(time);
}
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}
public void DrawEarly(GameTime time, SpriteBatch batch) {
foreach (var root in this.rootElements) {
if (!root.Element.IsHidden)
root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, root.Transform);
}
}
public void Draw(GameTime time, SpriteBatch batch) {
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foreach (var root in this.rootElements) {
if (root.Element.IsHidden)
continue;
batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
var alpha = this.DrawAlpha * root.Element.DrawAlpha;
root.Element.Draw(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
if (root.SelectedElement != null)
this.OnSelectedElementDrawn?.Invoke(root.SelectedElement, time, batch, alpha);
batch.End();
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}
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}
public RootElement Add(string name, Element element) {
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if (this.IndexOf(name) >= 0)
return null;
var root = new RootElement(name, element, this);
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this.rootElements.Add(root);
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root.Element.AndChildren(e => {
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e.Root = root;
e.System = this;
root.OnElementAdded(e);
e.SetAreaDirty();
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});
this.OnRootAdded?.Invoke(root);
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this.SortRoots();
return root;
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}
public void Remove(string name) {
var root = this.Get(name);
if (root == null)
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return;
this.rootElements.Remove(root);
root.SelectElement(null);
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root.Element.AndChildren(e => {
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e.Root = null;
e.System = null;
root.OnElementRemoved(e);
e.SetAreaDirty();
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});
this.OnRootRemoved?.Invoke(root);
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}
public RootElement Get(string name) {
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var index = this.IndexOf(name);
return index < 0 ? null : this.rootElements[index];
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}
private int IndexOf(string name) {
return this.rootElements.FindIndex(element => element.Name == name);
}
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internal void SortRoots() {
// Normal list sorting isn't stable, but ordering is
var sorted = this.rootElements.OrderBy(root => root.Priority).ToArray();
this.rootElements.Clear();
this.rootElements.AddRange(sorted);
}
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public IEnumerable<RootElement> GetRootElements() {
for (var i = this.rootElements.Count - 1; i >= 0; i--)
yield return this.rootElements[i];
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}
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public void ApplyToAll(Action<Element> action) {
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foreach (var root in this.rootElements)
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root.Element.AndChildren(action);
}
public delegate void RootCallback(RootElement root);
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}
public class RootElement {
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public readonly string Name;
public readonly Element Element;
public readonly UiSystem System;
private float scale = 1;
public float Scale {
get => this.scale;
set {
if (this.scale == value)
return;
this.scale = value;
this.Element.ForceUpdateArea();
}
}
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private int priority;
public int Priority {
get => this.priority;
set {
this.priority = value;
this.System.SortRoots();
}
}
public float ActualScale => this.System.GlobalScale * this.Scale;
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public Matrix Transform = Matrix.Identity;
public Matrix InvTransform => Matrix.Invert(this.Transform);
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public Element SelectedElement { get; private set; }
public bool CanSelectContent { get; private set; }
public Element.GenericCallback OnElementAdded;
public Element.GenericCallback OnElementRemoved;
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public RootElement(string name, Element element, UiSystem system) {
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this.Name = name;
this.Element = element;
this.System = system;
this.OnElementAdded += e => {
if (e.CanBeSelected)
this.CanSelectContent = true;
};
this.OnElementRemoved += e => {
if (e.CanBeSelected && !this.Element.GetChildren(regardGrandchildren: true).Any(c => c.CanBeSelected))
this.CanSelectContent = false;
};
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}
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public void SelectElement(Element element) {
if (this.SelectedElement == element)
return;
if (this.SelectedElement != null)
this.System.OnElementDeselected?.Invoke(this.SelectedElement);
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if (element != null)
this.System.OnElementSelected?.Invoke(element);
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this.SelectedElement = element;
this.System.OnSelectedElementChanged?.Invoke(element);
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}
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[Obsolete("Use the Priority property for greater control")]
public void MoveToFront() {
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this.Priority = 10000;
}
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[Obsolete("Use the Priority property for greater control")]
public void MoveToBack() {
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this.Priority = -10000;
}
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}
}