2019-08-12 19:44:16 +02:00
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using System;
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using System.Diagnostics;
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2019-08-09 19:28:48 +02:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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2019-08-12 19:44:16 +02:00
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using MLEM.Extensions;
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2019-08-09 19:28:48 +02:00
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using MLEM.Textures;
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2019-08-10 21:37:10 +02:00
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using MLEM.Ui.Style;
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2019-08-09 19:28:48 +02:00
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namespace MLEM.Ui.Elements {
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public class Panel : Element {
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public NinePatch Texture;
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2019-08-12 19:44:16 +02:00
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public readonly ScrollBar ScrollBar;
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private readonly bool scrollOverflow;
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private RenderTarget2D renderTarget;
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2019-08-09 19:28:48 +02:00
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2019-08-13 23:54:29 +02:00
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public Panel(Anchor anchor, Vector2 size, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, Point? scrollerSize = null) : base(anchor, size) {
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2019-08-09 22:04:26 +02:00
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this.PositionOffset = positionOffset;
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2019-08-11 18:50:39 +02:00
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this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
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this.scrollOverflow = scrollOverflow;
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this.ChildPadding = new Point(5);
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if (scrollOverflow) {
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var scrollSize = scrollerSize ?? Point.Zero;
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this.ScrollBar = new ScrollBar(Anchor.TopRight, new Vector2(scrollSize.X, 1), scrollSize.Y, 0) {
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StepPerScroll = 10,
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OnValueChanged = (element, value) => {
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var firstChild = this.Children[0];
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// if the first child is the scrollbar, there are no other children
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if (firstChild == element)
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return;
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// as all children have to be auto-aligned, moving the first one up will move all others
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firstChild.PositionOffset = new Vector2(firstChild.PositionOffset.X, -value.Ceil());
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this.ForceUpdateArea();
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}
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};
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this.AddChild(this.ScrollBar);
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// modify the padding so that the scroll bar isn't over top of something else
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this.ScrollBar.PositionOffset -= new Vector2(scrollSize.X + 1, 0);
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this.ChildPadding += new Point(scrollSize.X, 0);
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}
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}
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public override void ForceUpdateArea() {
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if (this.scrollOverflow) {
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// sanity check
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if (this.SetHeightBasedOnChildren)
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throw new NotSupportedException("A panel can't both set height based on children and scroll overflow");
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foreach (var child in this.Children) {
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if (child != this.ScrollBar && child.Anchor < Anchor.AutoLeft)
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throw new NotSupportedException($"A panel that handles overflow can't contain non-automatic anchors ({child})");
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if (child is Panel panel && panel.scrollOverflow)
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throw new NotSupportedException($"A panel that scrolls overflow cannot contain another panel that scrolls overflow ({child})");
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}
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// move the scrollbar to the front so it isn't used for auto-aligning
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this.ScrollBar.MoveToFront();
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}
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base.ForceUpdateArea();
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if (this.scrollOverflow) {
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var firstChild = this.Children[0];
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// if the first child is the scrollbar, then we know there's no other children
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if (firstChild == this.ScrollBar)
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return;
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var lastChild = this.Children[this.Children.Count - 2];
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// the max value of the scrollbar is the amount of non-scaled pixels taken up by overflowing components
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var childrenHeight = lastChild.Area.Bottom - firstChild.Area.Top;
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this.ScrollBar.MaxValue = (childrenHeight - this.Area.Height) / this.Scale + this.ChildPadding.Y * 2;
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// update the render target
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var targetArea = this.GetRenderTargetArea();
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget != null)
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this.renderTarget.Dispose();
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this.renderTarget = new RenderTarget2D(this.System.GraphicsDevice, targetArea.Width, targetArea.Height);
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}
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, Point offset) {
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batch.Draw(this.Texture, this.DisplayArea.OffsetCopy(offset), Color.White * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow) {
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base.Draw(time, batch, alpha, offset);
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} else {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea().OffsetCopy(offset), Color.White);
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}
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}
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2019-08-15 14:59:15 +02:00
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState = null, SamplerState samplerState = null) {
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if (this.scrollOverflow) {
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// draw children onto the render target
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batch.GraphicsDevice.SetRenderTarget(this.renderTarget);
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batch.GraphicsDevice.Clear(Color.Transparent);
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState);
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// offset children by the render target's location
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var area = this.GetRenderTargetArea();
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base.Draw(time, batch, alpha, new Point(-area.X, -area.Y));
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batch.End();
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batch.GraphicsDevice.SetRenderTarget(null);
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}
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base.DrawEarly(time, batch, alpha, blendState, samplerState);
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}
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private Rectangle GetRenderTargetArea() {
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var area = this.ChildPaddedArea;
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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return area;
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}
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2019-08-10 21:37:10 +02:00
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protected override void InitStyle(UiStyle style) {
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base.InitStyle(style);
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this.Texture = style.PanelTexture;
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}
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2019-08-09 19:28:48 +02:00
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}
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}
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