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MLEM/MLEM.Ui/UiSystem.cs

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using System;
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Formatting;
using MLEM.Formatting.Codes;
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using MLEM.Graphics;
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 {
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/// <summary>
/// A ui system is the central location for the updating and rendering of all ui <see cref="Element"/>s.
/// Each element added to the root of the ui system is assigned a <see cref="RootElement"/> that has additional data like a transformation matrix.
/// For more information on how ui systems work, check out https://mlem.ellpeck.de/articles/ui.html.
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/// </summary>
public class UiSystem : GameComponent {
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/// <summary>
/// The viewport that this ui system is rendering inside of.
/// This is automatically updated during <see cref="GameWindow.ClientSizeChanged"/> by default.
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/// </summary>
public Rectangle Viewport {
get => this.viewport;
set {
this.viewport = value;
foreach (var root in this.rootElements)
root.Element.ForceUpdateArea();
}
}
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/// <summary>
/// Set this field to true to cause the ui system and all of its elements to automatically scale up or down with greater and lower resolution, respectively.
/// If this field is true, <see cref="AutoScaleReferenceSize"/> is used as the size that uses default <see cref="GlobalScale"/>
/// </summary>
public bool AutoScaleWithScreen;
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/// <summary>
/// If <see cref="AutoScaleWithScreen"/> is true, this is used as the screen size that uses the default <see cref="GlobalScale"/>
/// </summary>
public Point AutoScaleReferenceSize;
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/// <summary>
/// The global rendering scale of this ui system and all of its child elements.
/// If <see cref="AutoScaleWithScreen"/> is true, this scale will be different based on the window size.
/// </summary>
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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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/// <summary>
/// The style options that this ui system and all of its elements use.
/// To set the default, untextured style, use <see cref="UntexturedStyle"/>.
/// </summary>
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public UiStyle Style {
get => this.style;
set {
this.style = value;
foreach (var root in this.rootElements)
root.Element.AndChildren(e => e.Style = e.Style.OrStyle(value));
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}
}
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/// <summary>
/// The transparency (alpha value) that this ui system and all of its elements draw at.
/// </summary>
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public float DrawAlpha = 1;
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/// <summary>
/// The blend state that this ui system and all of its elements draw with
/// </summary>
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[Obsolete("Set this through SpriteBatchContext instead")]
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public BlendState BlendState;
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/// <summary>
/// The sampler state that this ui system and all of its elements draw with.
/// The default is <see cref="Microsoft.Xna.Framework.Graphics.SamplerState.PointClamp"/>, as that is the one that works best with pixel graphics.
/// </summary>
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[Obsolete("Set this through SpriteBatchContext instead")]
public SamplerState SamplerState;
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/// <summary>
/// The depth stencil state that this ui system and all of its elements draw with.
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/// The default is <see cref="Microsoft.Xna.Framework.Graphics.DepthStencilState.None"/>, which is also the default for <c>SpriteBatch.Begin</c>.
/// </summary>
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[Obsolete("Set this through SpriteBatchContext instead")]
public DepthStencilState DepthStencilState;
/// <summary>
/// The effect that this ui system and all of its elements draw with.
/// The default is null, which means that no custom effect will be used.
/// </summary>
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[Obsolete("Set this through SpriteBatchContext instead")]
public Effect Effect;
/// <summary>
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/// The spriteb atch context that this ui system and all of its elements should draw with.
/// The default <see cref="MLEM.Graphics.SpriteBatchContext.SamplerState"/> is <see cref="Microsoft.Xna.Framework.Graphics.SamplerState.PointClamp"/>, as that is the one that works best with pixel graphics.
/// </summary>
public SpriteBatchContext SpriteBatchContext = new SpriteBatchContext(samplerState: SamplerState.PointClamp);
/// <summary>
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/// The <see cref="TextFormatter"/> that this ui system's <see cref="Paragraph"/> elements format their text with.
/// To add new formatting codes to the ui system, add them to this formatter.
/// </summary>
public TextFormatter TextFormatter;
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/// <summary>
/// The <see cref="UiControls"/> that this ui system is controlled by.
/// The ui controls are also the place to change bindings for controller and keyboard input.
/// </summary>
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public UiControls Controls;
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/// <summary>
/// The update and rendering statistics to be used for runtime debugging and profiling.
/// The metrics are reset accordingly every frame: <see cref="UiMetrics.ResetUpdates"/> is called at the start of <see cref="Update"/>, and <see cref="UiMetrics.ResetDraws"/> is called at the start of <see cref="Draw"/>.
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/// </summary>
public UiMetrics Metrics;
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/// <summary>
/// Event that is invoked after an <see cref="Element"/> is drawn, but before its children are drawn.
/// </summary>
public event Element.DrawCallback OnElementDrawn;
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/// <summary>
/// Event that is invoked after the <see cref="RootElement.SelectedElement"/> for each root element is drawn, but before its children are drawn.
/// </summary>
public event Element.DrawCallback OnSelectedElementDrawn;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> is updated
/// </summary>
public event Element.TimeCallback OnElementUpdated;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> is pressed with the primary action key
/// </summary>
public event Element.GenericCallback OnElementPressed;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> is pressed with the secondary action key
/// </summary>
public event Element.GenericCallback OnElementSecondaryPressed;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> is newly selected using automatic navigation, or after it has been pressed with the mouse.
/// </summary>
public event Element.GenericCallback OnElementSelected;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> is deselected during the selection of a new element.
/// </summary>
public event Element.GenericCallback OnElementDeselected;
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/// <summary>
/// Event that is invoked when the mouse enters an <see cref="Element"/>
/// </summary>
public event Element.GenericCallback OnElementMouseEnter;
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/// <summary>
/// Event that is invoked when the mouse exits an <see cref="Element"/>
/// </summary>
public event Element.GenericCallback OnElementMouseExit;
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/// <summary>
/// Event that is invoked when an <see cref="Element"/> starts being touched
/// </summary>
public event Element.GenericCallback OnElementTouchEnter;
/// <summary>
/// Event that is invoked when an <see cref="Element"/> stops being touched
/// </summary>
public event Element.GenericCallback OnElementTouchExit;
/// <summary>
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/// Event that is invoked when an <see cref="Element"/>'s display area changes
/// </summary>
public event Element.GenericCallback OnElementAreaUpdated;
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/// <summary>
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/// Event that is called when an <see cref="Element"/>'s <see cref="Element.InitStyle"/> method is called while setting its <see cref="Element.Style"/>.
/// </summary>
public event Element.GenericCallback OnElementStyleInit;
/// <summary>
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/// Event that is invoked when the <see cref="Element"/> that the mouse is currently over changes
/// </summary>
public event Element.GenericCallback OnMousedElementChanged;
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/// <summary>
/// Event that is invoked when the <see cref="Element"/> that is being touched changes
/// </summary>
public event Element.GenericCallback OnTouchedElementChanged;
/// <summary>
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/// Event that is invoked when the selected <see cref="Element"/> changes, either through automatic navigation, or by pressing on an element with the mouse
/// </summary>
public event Element.GenericCallback OnSelectedElementChanged;
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/// <summary>
/// Event that is invoked when a new <see cref="RootElement"/> is added to this ui system
/// </summary>
public event RootCallback OnRootAdded;
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/// <summary>
/// Event that is invoked when a <see cref="RootElement"/> is removed from this ui system
/// </summary>
public event RootCallback OnRootRemoved;
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private readonly List<RootElement> rootElements = new List<RootElement>();
private readonly Stopwatch stopwatch = new Stopwatch();
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private float globalScale = 1;
private bool drewEarly;
private UiStyle style;
private Rectangle viewport;
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/// <summary>
/// Creates a new ui system with the given settings.
/// </summary>
/// <param name="game">The game</param>
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/// <param name="style">The style settings that this ui should have. Use <see cref="UntexturedStyle"/> for the default, untextured style.</param>
/// <param name="inputHandler">The input handler that this ui's <see cref="UiControls"/> should use. If none is supplied, a new input handler is created for this ui.</param>
/// <param name="automaticViewport">If this value is set to true, the ui system's <see cref="Viewport"/> will be set automatically based on the <see cref="GameWindow"/>'s size. Defaults to true.</param>
public UiSystem(Game game, UiStyle style, InputHandler inputHandler = null, bool automaticViewport = true) : base(game) {
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this.Controls = new UiControls(this, inputHandler);
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this.style = style;
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this.OnElementDrawn += (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha);
this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time);
this.OnElementPressed += e => e.OnPressed?.Invoke(e);
this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e);
this.OnElementSelected += e => e.OnSelected?.Invoke(e);
this.OnElementDeselected += e => e.OnDeselected?.Invoke(e);
this.OnElementMouseEnter += e => e.OnMouseEnter?.Invoke(e);
this.OnElementMouseExit += e => e.OnMouseExit?.Invoke(e);
this.OnElementTouchEnter += e => e.OnTouchEnter?.Invoke(e);
this.OnElementTouchExit += e => e.OnTouchExit?.Invoke(e);
this.OnElementAreaUpdated += e => e.OnAreaUpdated?.Invoke(e);
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this.OnElementStyleInit += e => e.OnStyleInit?.Invoke(e);
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this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.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.HasValue())
batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
};
this.OnElementPressed += e => {
if (e.OnPressed != null)
e.ActionSound.Value?.Play();
};
this.OnElementSecondaryPressed += e => {
if (e.OnSecondaryPressed != null)
e.SecondActionSound.Value?.Play();
};
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MlemPlatform.Current?.AddTextInputListener(game.Window, (sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character)));
if (automaticViewport) {
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this.Viewport = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height);
this.AutoScaleReferenceSize = new Point(this.Viewport.Width, this.Viewport.Height);
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game.Window.ClientSizeChanged += (sender, args) => {
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this.Viewport = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height);
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};
}
this.TextFormatter = new TextFormatter();
this.TextFormatter.Codes.Add(new Regex("<l(?: ([^>]+))?>"), (f, m, r) => new LinkCode(m, r, 1 / 16F, 0.85F,
t => this.Controls.MousedElement is Paragraph.Link l1 && l1.Token == t || this.Controls.TouchedElement is Paragraph.Link l2 && l2.Token == t,
this.Style.LinkColor));
this.TextFormatter.Codes.Add(new Regex("<f ([^>]+)>"), (_, m, r) => new FontCode(m, r,
f => this.Style.AdditionalFonts != null && this.Style.AdditionalFonts.TryGetValue(m.Groups[1].Value, out var c) ? c : f));
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}
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/// <summary>
/// Update this ui system, querying the necessary events and updating each element's data.
/// </summary>
/// <param name="time">The game's time</param>
public override void Update(GameTime time) {
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this.Metrics.ResetUpdates();
this.stopwatch.Restart();
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this.Controls.Update();
for (var i = this.rootElements.Count - 1; i >= 0; i--)
this.rootElements[i].Element.Update(time);
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this.stopwatch.Stop();
this.Metrics.UpdateTime += this.stopwatch.Elapsed;
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}
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/// <summary>
/// Draws any <see cref="Panel"/> and other elements that draw onto <see cref="RenderTarget2D"/> rather than directly onto the screen.
/// For drawing in this manner to work correctly, this method has to be called before your <see cref="GraphicsDevice"/> is cleared, and before everything else in your game is drawn.
/// </summary>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch to use for drawing</param>
[Obsolete("DrawEarly is deprecated. Calling it is not required anymore, and there is no replacement.")]
public void DrawEarly(GameTime time, SpriteBatch batch) {
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this.Metrics.ResetDraws();
this.stopwatch.Restart();
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foreach (var root in this.rootElements) {
if (!root.Element.IsHidden)
root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
}
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this.stopwatch.Stop();
this.Metrics.DrawTime += this.stopwatch.Elapsed;
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this.drewEarly = true;
}
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/// <summary>
/// Draws any <see cref="Element"/>s onto the screen.
/// </summary>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch to use for drawing</param>
public void Draw(GameTime time, SpriteBatch batch) {
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if (!this.drewEarly)
this.Metrics.ResetDraws();
this.stopwatch.Restart();
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foreach (var root in this.rootElements) {
if (root.Element.IsHidden)
continue;
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var context = this.SpriteBatchContext;
context.TransformMatrix = root.Transform * context.TransformMatrix;
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#pragma warning disable CS0618
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if (this.BlendState != null)
context.BlendState = this.BlendState;
if (this.SamplerState != null)
context.SamplerState = this.SamplerState;
if (this.DepthStencilState != null)
context.DepthStencilState = this.DepthStencilState;
if (this.Effect != null)
context.Effect = this.Effect;
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#pragma warning restore CS0618
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batch.Begin(context);
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#pragma warning disable CS0618
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root.Element.DrawTransformed(time, batch, this.DrawAlpha * root.Element.DrawAlpha, context.BlendState, context.SamplerState, context.DepthStencilState, context.Effect, context.TransformMatrix);
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#pragma warning restore CS0618
batch.End();
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}
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this.stopwatch.Stop();
this.Metrics.DrawTime += this.stopwatch.Elapsed;
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this.drewEarly = false;
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}
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/// <summary>
/// Adds a new root element to this ui system and returns the newly created <see cref="RootElement"/>.
/// Note that, when adding new elements that should be part of the same ui (like buttons on a panel), <see cref="Element.AddChild{T}"/> should be used.
/// </summary>
/// <param name="name">The name of the new root element</param>
/// <param name="element">The root element to add</param>
/// <returns>The newly created root element, or null if an element with the specified name already exists.</returns>
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 => {
e.AddedToUi(this, root);
e.SetAreaDirty();
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});
this.OnRootAdded?.Invoke(root);
root.InvokeOnAddedToUi(this);
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this.SortRoots();
return root;
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}
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/// <summary>
/// Removes the <see cref="RootElement"/> with the specified name, or does nothing if there is no such element.
/// </summary>
/// <param name="name">The name of the root element to remove</param>
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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);
this.Controls.SelectElement(root, null);
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root.Element.AndChildren(e => {
e.RemovedFromUi();
e.SetAreaDirty();
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});
this.OnRootRemoved?.Invoke(root);
root.InvokeOnRemovedFromUi(this);
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}
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/// <summary>
/// Finds the <see cref="RootElement"/> with the given name.
/// </summary>
/// <param name="name">The root element's name</param>
/// <returns>The root element with the given name, or null if no such element exists</returns>
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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/// <summary>
/// Returns an enumerable of all of the <see cref="RootElement"/> instances that this ui system holds.
/// </summary>
/// <returns>All of this ui system's root elements</returns>
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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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/// <summary>
/// Applies the given action to all <see cref="Element"/> instances in this ui system recursively.
/// Note that, when this method is invoked, all root elements and all of their children receive the <see cref="Action"/>.
/// </summary>
/// <param name="action">The action to execute on each element</param>
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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);
}
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internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
this.OnElementDrawn?.Invoke(element, time, batch, alpha);
}
internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha);
}
internal void InvokeOnElementUpdated(Element element, GameTime time) {
this.OnElementUpdated?.Invoke(element, time);
}
internal void InvokeOnElementAreaUpdated(Element element) {
this.OnElementAreaUpdated?.Invoke(element);
}
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internal void InvokeOnElementStyleInit(Element element) {
this.OnElementStyleInit?.Invoke(element);
}
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internal void InvokeOnElementPressed(Element element) {
this.OnElementPressed?.Invoke(element);
}
internal void InvokeOnElementSecondaryPressed(Element element) {
this.OnElementSecondaryPressed?.Invoke(element);
}
internal void InvokeOnElementSelected(Element element) {
this.OnElementSelected?.Invoke(element);
}
internal void InvokeOnElementDeselected(Element element) {
this.OnElementDeselected?.Invoke(element);
}
internal void InvokeOnSelectedElementChanged(Element element) {
this.OnSelectedElementChanged?.Invoke(element);
}
internal void InvokeOnElementMouseExit(Element element) {
this.OnElementMouseExit?.Invoke(element);
}
internal void InvokeOnElementMouseEnter(Element element) {
this.OnElementMouseEnter?.Invoke(element);
}
internal void InvokeOnMousedElementChanged(Element element) {
this.OnMousedElementChanged?.Invoke(element);
}
internal void InvokeOnElementTouchExit(Element element) {
this.OnElementTouchExit?.Invoke(element);
}
internal void InvokeOnElementTouchEnter(Element element) {
this.OnElementTouchEnter?.Invoke(element);
}
internal void InvokeOnTouchedElementChanged(Element element) {
this.OnTouchedElementChanged?.Invoke(element);
}
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/// <summary>
/// A delegate used for callbacks that involve a <see cref="RootElement"/>
/// </summary>
/// <param name="root">The root element</param>
public delegate void RootCallback(RootElement root);
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}
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/// <summary>
/// A root element is a wrapper around an <see cref="Element"/> that contains additional data.
/// Root elements are only used for the element in each element tree that doesn't have a <see cref="MLEM.Ui.Elements.Element.Parent"/>
/// To create a new root element, use <see cref="UiSystem.Add"/>
/// </summary>
public class RootElement : GenericDataHolder {
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/// <summary>
/// The name of this root element
/// </summary>
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public readonly string Name;
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/// <summary>
/// The element that this root element represents.
/// This is the only element in its family tree that does not have a <see cref="MLEM.Ui.Elements.Element.Parent"/>.
/// </summary>
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public readonly Element Element;
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/// <summary>
/// The <see cref="UiSystem"/> that this root element is a part of.
/// </summary>
public readonly UiSystem System;
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/// <summary>
/// The scale of this root element.
/// Note that, to change the scale of every root element, you can use <see cref="UiSystem.GlobalScale"/>
/// </summary>
public float Scale {
get => this.scale;
set {
if (this.scale == value)
return;
this.scale = value;
this.Element.ForceUpdateArea();
}
}
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/// <summary>
/// The priority of this root element.
/// A higher priority means the element will be updated first, as well as rendered on top.
/// </summary>
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public int Priority {
get => this.priority;
set {
this.priority = value;
this.System.SortRoots();
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}
}
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/// <summary>
/// The actual scale of this root element.
/// This is a combination of this root element's <see cref="Scale"/> as well as the ui system's <see cref="UiSystem.GlobalScale"/>.
/// </summary>
public float ActualScale => this.System.GlobalScale * this.Scale;
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/// <summary>
/// The transformation that this root element (and all of its children) has.
/// This transform is applied both to input, as well as to rendering.
/// </summary>
public Matrix Transform = Matrix.Identity;
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/// <summary>
/// An inversion of <see cref="Transform"/>
/// </summary>
public Matrix InvTransform => Matrix.Invert(this.Transform);
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/// <summary>
/// The child element of this root element that is currently selected.
/// If there is no selected element in this root, this value will be <c>null</c>.
/// </summary>
public Element SelectedElement => this.System.Controls.GetSelectedElement(this);
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/// <summary>
/// Determines whether this root element contains any children that <see cref="Elements.Element.CanBeSelected"/>.
/// This value is automatically calculated, and used in <see cref="CanBeActive"/>.
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/// </summary>
public bool CanSelectContent => this.Element.CanBeSelected || this.Element.GetChildren(c => c.CanBeSelected, true).Any();
/// <summary>
/// Determines whether this root element can become the <see cref="UiControls.ActiveRoot"/>.
/// This property returns <see langword="true"/> if <see cref="CanSelectContent"/> is <see langword="true"/> and the <see cref="Element"/> is not hidden, or if it has been set to <see langword="true"/> manually.
/// </summary>
public bool CanBeActive {
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get => this.canBeActive || !this.Element.IsHidden && this.CanSelectContent;
set => this.canBeActive = value;
}
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/// <summary>
/// Event that is invoked when a <see cref="Element"/> is added to this root element or any of its children.
/// </summary>
public event Element.GenericCallback OnElementAdded;
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/// <summary>
/// Event that is invoked when a <see cref="Element"/> is removed rom this root element or any of its children.
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/// </summary>
public event Element.GenericCallback OnElementRemoved;
/// <summary>
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/// Event that is invoked when this <see cref="RootElement"/> gets added to a <see cref="UiSystem"/> in <see cref="UiSystem.Add"/>
/// </summary>
public event Action<UiSystem> OnAddedToUi;
/// <summary>
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/// Event that is invoked when this <see cref="RootElement"/> gets removed from a <see cref="UiSystem"/> in <see cref="UiSystem.Remove"/>
/// </summary>
public event Action<UiSystem> OnRemovedFromUi;
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private float scale = 1;
private bool canBeActive;
private int priority;
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internal RootElement(string name, Element element, UiSystem system) {
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this.Name = name;
this.Element = element;
this.System = system;
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}
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/// <summary>
/// Selects the given element that is a child of this root element.
/// Optionally, automatic navigation can be forced on, causing the <see cref="UiStyle.SelectionIndicator"/> to be drawn around the element.
/// </summary>
/// <param name="element">The element to select, or null to deselect the selected element.</param>
/// <param name="autoNav">Whether automatic navigation should be forced on</param>
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public void SelectElement(Element element, bool? autoNav = null) {
this.System.Controls.SelectElement(this, element, autoNav);
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}
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/// <summary>
/// Scales this root element's <see cref="Transform"/> matrix based on the given scale and origin.
/// </summary>
/// <param name="scale">The scale to use</param>
/// <param name="origin">The origin to use for scaling, or null to use this root's element's center point</param>
public void ScaleOrigin(float scale, Vector2? origin = null) {
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.Element.DisplayArea.Center), 0));
}
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internal void InvokeOnElementAdded(Element element) {
this.OnElementAdded?.Invoke(element);
}
internal void InvokeOnElementRemoved(Element element) {
this.OnElementRemoved?.Invoke(element);
}
internal void InvokeOnAddedToUi(UiSystem system) {
this.OnAddedToUi?.Invoke(system);
}
internal void InvokeOnRemovedFromUi(UiSystem system) {
this.OnRemovedFromUi?.Invoke(system);
}
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}
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}