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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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using MLEM.Graphics ;
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using MLEM.Maths ;
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using MLEM.Textures ;
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using MLEM.Ui.Style ;
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namespace MLEM.Ui.Elements {
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/// <summary>
/// A panel element to be used inside of a <see cref="UiSystem"/>.
/// The panel is a complex element that displays a box as a background to all of its child elements.
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/// Additionally, a panel can be set to scroll overflowing elements on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
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/// </summary>
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public class Panel : Element {
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/// <summary>
/// The scroll bar that this panel contains.
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/// This is only nonnull if scrolling overflow was enabled in the constructor.
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/// Note that some scroll bar styling is controlled by this panel, namely <see cref="StepPerScroll"/> and <see cref="ScrollerSize"/>.
/// </summary>
public readonly ScrollBar ScrollBar ;
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/// <summary>
/// The texture that this panel should have, or null if it should be invisible.
/// </summary>
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public StyleProp < NinePatch > Texture ;
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/// <summary>
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/// The color that this panel's <see cref="Texture"/> should be drawn with.
/// If this style property has no value, <see cref="Color.White"/> is used.
/// </summary>
public StyleProp < Color > DrawColor ;
/// <summary>
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/// The amount that the scrollable area is moved per single movement of the scroll wheel
/// This value is passed to the <see cref="ScrollBar"/>'s <see cref="Elements.ScrollBar.StepPerScroll"/>
/// </summary>
public StyleProp < float > StepPerScroll ;
/// <summary>
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/// The size that the <see cref="ScrollBar"/>'s scroller should have, in pixels.
/// The scroller size's height specified here is the minimum height, otherwise, it is automatically calculated based on panel content.
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/// </summary>
public StyleProp < Vector2 > ScrollerSize ;
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/// <summary>
/// The amount of pixels of room there should be between the <see cref="ScrollBar"/> and the rest of the content
/// </summary>
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public StyleProp < float > ScrollBarOffset {
get = > this . scrollBarOffset ;
set {
this . scrollBarOffset = value ;
this . SetAreaDirty ( ) ;
}
}
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private readonly List < Element > relevantChildren = new List < Element > ( ) ;
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private readonly HashSet < Element > scrolledChildren = new HashSet < Element > ( ) ;
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private readonly float [ ] scrollBarMaxHistory ;
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private readonly bool scrollOverflow ;
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private RenderTarget2D renderTarget ;
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private bool relevantChildrenDirty ;
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private float scrollBarChildOffset ;
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private StyleProp < float > scrollBarOffset ;
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private float lastScrollOffset ;
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private bool childrenDirtyForScroll ;
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/// <summary>
/// Creates a new panel with the given settings.
/// </summary>
/// <param name="anchor">The panel's anchor</param>
/// <param name="size">The panel's default size</param>
/// <param name="positionOffset">The panel's offset from its anchor point</param>
/// <param name="setHeightBasedOnChildren">Whether the panel should automatically calculate its height based on its children's size</param>
/// <param name="scrollOverflow">Whether this panel should automatically add a scroll bar to scroll towards elements that are beyond the area this panel covers</param>
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/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if <paramref name="scrollOverflow"/> is <see langword="true"/>.</param>
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public Panel ( Anchor anchor , Vector2 size , Vector2 positionOffset , bool setHeightBasedOnChildren = false , bool scrollOverflow = false , bool autoHideScrollbar = true ) : base ( anchor , size ) {
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this . PositionOffset = positionOffset ;
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this . SetHeightBasedOnChildren = setHeightBasedOnChildren ;
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this . TreatSizeAsMaximum = setHeightBasedOnChildren & & scrollOverflow ;
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this . scrollOverflow = scrollOverflow ;
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this . CanBeSelected = false ;
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if ( scrollOverflow ) {
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this . ScrollBar = new ScrollBar ( Anchor . TopRight , Vector2 . Zero , 0 , 0 ) {
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OnValueChanged = ( element , value ) = > this . ScrollChildren ( ) ,
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CanAutoAnchorsAttach = false ,
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AutoHideWhenEmpty = autoHideScrollbar ,
IsHidden = autoHideScrollbar
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} ;
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// handle automatic element selection, the scroller needs to scroll to the right location
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this . OnSelectedElementChanged + = ( _ , e ) = > {
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if ( ! this . Controls . IsAutoNavMode )
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return ;
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if ( e = = null | | ! e . GetParentTree ( ) . Contains ( this ) )
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return ;
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this . ScrollToElement ( e ) ;
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} ;
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this . AddChild ( this . ScrollBar ) ;
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this . scrollBarMaxHistory = new float [ 3 ] ;
for ( var i = 0 ; i < this . scrollBarMaxHistory . Length ; i + + )
this . scrollBarMaxHistory [ i ] = - 1 ;
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}
}
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/// <summary>
/// Creates a new panel with the given settings.
/// </summary>
/// <param name="anchor">The panel's anchor</param>
/// <param name="size">The panel's default size</param>
/// <param name="setHeightBasedOnChildren">Whether the panel should automatically calculate its height based on its children's size</param>
/// <param name="scrollOverflow">Whether this panel should automatically add a scroll bar to scroll towards elements that are beyond the area this panel covers</param>
/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if <paramref name="scrollOverflow"/> is <see langword="true"/>.</param>
public Panel ( Anchor anchor , Vector2 size , bool setHeightBasedOnChildren = false , bool scrollOverflow = false , bool autoHideScrollbar = true ) : this ( anchor , size , Vector2 . Zero , setHeightBasedOnChildren , scrollOverflow , autoHideScrollbar ) { }
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/// <inheritdoc />
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public override void ForceUpdateArea ( ) {
if ( this . scrollOverflow ) {
// sanity check
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if ( this . SetHeightBasedOnChildren & & ! this . TreatSizeAsMaximum )
throw new NotSupportedException ( "A panel can't both scroll overflow and set height based on children without a maximum" ) ;
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foreach ( var child in this . Children ) {
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if ( child ! = this . ScrollBar & & ! child . Anchor . IsAuto ( ) )
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throw new NotSupportedException ( $"A panel that handles overflow can't contain non-automatic anchors ({child})" ) ;
}
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}
base . ForceUpdateArea ( ) ;
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this . SetScrollBarStyle ( ) ;
}
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/// <inheritdoc />
public override void SetAreaAndUpdateChildren ( RectangleF area ) {
base . SetAreaAndUpdateChildren ( area ) ;
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this . ScrollChildren ( ) ;
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this . ScrollSetup ( ) ;
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}
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/// <inheritdoc />
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public override void ForceUpdateSortedChildren ( ) {
base . ForceUpdateSortedChildren ( ) ;
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if ( this . scrollOverflow )
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this . ForceUpdateRelevantChildren ( ) ;
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}
/// <inheritdoc />
public override void RemoveChild ( Element element ) {
if ( element = = this . ScrollBar )
throw new NotSupportedException ( "A panel that scrolls overflow cannot have its scroll bar removed from its list of children" ) ;
base . RemoveChild ( element ) ;
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// when removing children, our scroll bar might have to be hidden
// if we don't do this before adding children again, they might incorrectly assume that the scroll bar will still be visible and adjust their size accordingly
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this . childrenDirtyForScroll = true ;
}
/// <inheritdoc />
public override T AddChild < T > ( T element , int index = - 1 ) {
// if children were recently removed, make sure to update the scroll bar before adding new ones so that they can't incorrectly assume the scroll bar will be visible
if ( this . childrenDirtyForScroll & & this . System ! = null )
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this . ScrollSetup ( ) ;
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return base . AddChild ( element , index ) ;
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}
/// <inheritdoc />
public override void RemoveChildren ( Func < Element , bool > condition = null ) {
base . RemoveChildren ( e = > e ! = this . ScrollBar & & ( condition = = null | | condition ( e ) ) ) ;
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}
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/// <inheritdoc />
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public override void Draw ( GameTime time , SpriteBatch batch , float alpha , SpriteBatchContext context ) {
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// draw children onto the render target if we have one
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if ( this . scrollOverflow & & this . renderTarget ! = null ) {
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this . UpdateAreaIfDirty ( ) ;
batch . End ( ) ;
// force render target usage to preserve so that previous content isn't cleared
var lastUsage = batch . GraphicsDevice . PresentationParameters . RenderTargetUsage ;
batch . GraphicsDevice . PresentationParameters . RenderTargetUsage = RenderTargetUsage . PreserveContents ;
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using ( batch . GraphicsDevice . WithRenderTarget ( this . renderTarget ) ) {
batch . GraphicsDevice . Clear ( Color . Transparent ) ;
// offset children by the render target's location
var area = this . GetRenderTargetArea ( ) ;
// do the usual draw, but within the render target
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var trans = context ;
trans . TransformMatrix = Matrix . CreateTranslation ( - area . X , - area . Y , 0 ) ;
batch . Begin ( trans ) ;
base . Draw ( time , batch , alpha , trans ) ;
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batch . End ( ) ;
}
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batch . GraphicsDevice . PresentationParameters . RenderTargetUsage = lastUsage ;
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batch . Begin ( context ) ;
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}
if ( this . Texture . HasValue ( ) )
batch . Draw ( this . Texture , this . DisplayArea , this . DrawColor . OrDefault ( Color . White ) * alpha , this . Scale ) ;
// if we handle overflow, draw using the render target in DrawUnbound
if ( ! this . scrollOverflow | | this . renderTarget = = null ) {
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base . Draw ( time , batch , alpha , context ) ;
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} else {
// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
batch . Draw ( this . renderTarget , this . GetRenderTargetArea ( ) , Color . White ) ;
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}
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}
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/// <inheritdoc />
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public override Element GetElementUnderPos ( Vector2 position ) {
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// if overflow is handled, don't propagate mouse checks to hidden children
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var transformed = this . TransformInverse ( position ) ;
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if ( this . scrollOverflow & & ! this . GetRenderTargetArea ( ) . Contains ( transformed ) )
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return ! this . IsHidden & & this . CanBeMoused & & this . DisplayArea . Contains ( transformed ) ? this : null ;
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return base . GetElementUnderPos ( position ) ;
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}
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/// <summary>
/// Scrolls this panel's <see cref="ScrollBar"/> to the given <see cref="Element"/> in such a way that its center is positioned in the center of this panel.
/// </summary>
/// <param name="element">The element to scroll to.</param>
public void ScrollToElement ( Element element ) {
this . ScrollToElement ( element . Area . Center . Y ) ;
}
/// <summary>
/// Scrolls this panel's <see cref="ScrollBar"/> to the given <paramref name="elementY"/> coordinate in such a way that the coordinate is positioned in the center of this panel.
/// </summary>
/// <param name="elementY">The y coordinate to scroll to, which should have this element's <see cref="Element.Scale"/> applied.</param>
public void ScrollToElement ( float elementY ) {
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var highestValidChild = this . Children . FirstOrDefault ( c = > c ! = this . ScrollBar & & ! c . IsHidden ) ;
if ( highestValidChild = = null )
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return ;
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this . UpdateAreaIfDirty ( ) ;
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this . ScrollBar . CurrentValue = ( elementY - this . Area . Height / 2 - highestValidChild . Area . Top ) / this . Scale + this . ChildPadding . Value . Height / 2 ;
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}
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/// <summary>
/// Scrolls this panel's <see cref="ScrollBar"/> to the top, causing the top of this panel to be shown.
/// </summary>
public void ScrollToTop ( ) {
this . UpdateAreaIfDirty ( ) ;
this . ScrollBar . CurrentValue = 0 ;
}
/// <summary>
/// Scrolls this panel's <see cref="ScrollBar"/> to the bottom, causing the bottom of this panel to be shown.
/// </summary>
public void ScrollToBottom ( ) {
this . UpdateAreaIfDirty ( ) ;
this . ScrollBar . CurrentValue = this . ScrollBar . MaxValue ;
}
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/// <summary>
/// Returns whether the given <paramref name="element"/> is currently visible within this panel if it scrolls overflow.
/// This method will return <see langword="true"/> on any elements whose <see cref="Element.Area"/> intersects this panel's render target area, regardless of whether it is a child or grandchild of this panel.
/// </summary>
/// <param name="element">The element to query for visibility.</param>
/// <returns>Whether the element is in this panel's visible area.</returns>
public bool IsVisible ( Element element ) {
return element . Area . Intersects ( this . GetRenderTargetArea ( ) ) ;
}
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/// <inheritdoc />
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protected override void InitStyle ( UiStyle style ) {
base . InitStyle ( style ) ;
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this . Texture = this . Texture . OrStyle ( style . PanelTexture ) ;
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this . DrawColor = this . DrawColor . OrStyle ( style . PanelColor ) ;
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this . StepPerScroll = this . StepPerScroll . OrStyle ( style . PanelStepPerScroll ) ;
this . ScrollerSize = this . ScrollerSize . OrStyle ( style . PanelScrollerSize ) ;
this . ScrollBarOffset = this . ScrollBarOffset . OrStyle ( style . PanelScrollBarOffset ) ;
this . ChildPadding = this . ChildPadding . OrStyle ( style . PanelChildPadding ) ;
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this . SetScrollBarStyle ( ) ;
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}
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/// <inheritdoc />
protected override IList < Element > GetRelevantChildren ( ) {
var relevant = base . GetRelevantChildren ( ) ;
if ( this . scrollOverflow ) {
if ( this . relevantChildrenDirty )
this . ForceUpdateRelevantChildren ( ) ;
relevant = this . relevantChildren ;
}
return relevant ;
}
/// <inheritdoc />
protected override void OnChildAreaDirty ( Element child , bool grandchild ) {
base . OnChildAreaDirty ( child , grandchild ) ;
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if ( grandchild & & ! this . AreaDirty ) {
// we only need to scroll when a grandchild changes, since all of our children are forced
// to be auto-anchored and so will automatically propagate their changes up to us
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this . ScrollChildren ( ) ;
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// we also need to re-setup here in case the child is involved in a special GetTotalCoveredArea
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this . ScrollSetup ( ) ;
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}
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}
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/// <inheritdoc />
protected internal override void RemovedFromUi ( ) {
base . RemovedFromUi ( ) ;
// we dispose our render target when removing so that it doesn't cause a memory leak
// if we're added back afterwards, it'll be recreated in ScrollSetup anyway
this . renderTarget ? . Dispose ( ) ;
this . renderTarget = null ;
}
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/// <summary>
/// Prepares the panel for auto-scrolling, creating the render target and setting up the scroll bar's maximum value.
/// </summary>
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protected virtual void ScrollSetup ( ) {
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this . childrenDirtyForScroll = false ;
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if ( ! this . scrollOverflow | | this . IsHidden )
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return ;
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float childrenHeight ;
if ( this . Children . Count > 1 ) {
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var highestValidChild = this . Children . FirstOrDefault ( c = > c ! = this . ScrollBar & & ! c . IsHidden ) ;
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var lowestChild = this . GetLowestChild ( c = > c ! = this . ScrollBar & & ! c . IsHidden , true ) ;
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childrenHeight = lowestChild . GetTotalCoveredArea ( true ) . Bottom - highestValidChild . UnscrolledArea . Top ;
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} else {
// if we only have one child (the scroll bar), then the children take up no visual height
childrenHeight = 0 ;
}
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// the max value of the scroll bar is the amount of non-scaled pixels taken up by overflowing components
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var scrollBarMax = Math . Max ( 0 , ( childrenHeight - this . ChildPaddedArea . Height ) / this . Scale ) ;
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if ( ! this . ScrollBar . MaxValue . Equals ( scrollBarMax , Element . Epsilon ) ) {
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// avoid a show/hide oscillation that occurs while updating our area with children that can lose height when the scroll bar is shown (like long paragraphs)
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if ( ! this . scrollBarMaxHistory [ 0 ] . Equals ( this . scrollBarMaxHistory [ 2 ] , Element . Epsilon ) | | ! this . scrollBarMaxHistory [ 1 ] . Equals ( scrollBarMax , Element . Epsilon ) ) {
this . scrollBarMaxHistory [ 0 ] = this . scrollBarMaxHistory [ 1 ] ;
this . scrollBarMaxHistory [ 1 ] = this . scrollBarMaxHistory [ 2 ] ;
this . scrollBarMaxHistory [ 2 ] = scrollBarMax ;
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this . ScrollBar . MaxValue = scrollBarMax ;
this . relevantChildrenDirty = true ;
}
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}
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// update child padding based on whether the scroll bar is visible
var childOffset = this . ScrollBar . IsHidden ? 0 : this . ScrollerSize . Value . X + this . ScrollBarOffset ;
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var childOffsetDelta = childOffset - this . scrollBarChildOffset ;
if ( ! childOffsetDelta . Equals ( 0 , Element . Epsilon ) ) {
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this . scrollBarChildOffset = childOffset ;
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this . ChildPadding + = new Padding ( 0 , childOffsetDelta , 0 , 0 ) ;
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}
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// the scroller height has the same relation to the scroll bar height as the visible area has to the total height of the panel's content
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var scrollerHeight = Math . Min ( this . ChildPaddedArea . Height / childrenHeight / this . Scale , 1 ) * this . ScrollBar . Area . Height ;
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this . ScrollBar . ScrollerSize = new Vector2 ( this . ScrollerSize . Value . X , Math . Max ( this . ScrollerSize . Value . Y , scrollerHeight ) ) ;
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// update the render target
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var area = ( Rectangle ) this . GetRenderTargetArea ( ) ;
if ( area . Width < = 0 | | area . Height < = 0 ) {
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this . renderTarget ? . Dispose ( ) ;
this . renderTarget = null ;
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return ;
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}
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if ( this . renderTarget = = null | | area . Width ! = this . renderTarget . Width | | area . Height ! = this . renderTarget . Height ) {
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this . renderTarget ? . Dispose ( ) ;
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this . renderTarget = new RenderTarget2D ( this . System . Game . GraphicsDevice , area . Width , area . Height , false , SurfaceFormat . Color , DepthFormat . None , 0 , RenderTargetUsage . PreserveContents ) ;
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this . relevantChildrenDirty = true ;
}
}
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private void SetScrollBarStyle ( ) {
if ( this . ScrollBar = = null )
return ;
this . ScrollBar . StepPerScroll = this . StepPerScroll ;
this . ScrollBar . Size = new Vector2 ( this . ScrollerSize . Value . X , 1 ) ;
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this . ScrollBar . PositionOffset = new Vector2 ( - this . ScrollerSize . Value . X - this . ScrollBarOffset , 0 ) ;
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}
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private void ForceUpdateRelevantChildren ( ) {
this . relevantChildrenDirty = false ;
this . relevantChildren . Clear ( ) ;
foreach ( var child in this . SortedChildren ) {
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if ( this . IsVisible ( child ) ) {
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this . relevantChildren . Add ( child ) ;
} else {
foreach ( var c in child . GetChildren ( regardGrandchildren : true ) ) {
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if ( this . IsVisible ( c ) ) {
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this . relevantChildren . Add ( child ) ;
break ;
}
}
}
}
}
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private RectangleF GetRenderTargetArea ( ) {
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var area = this . ChildPaddedArea . OffsetCopy ( this . ScaledScrollOffset ) ;
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area . X = this . DisplayArea . X ;
area . Width = this . DisplayArea . Width ;
return area ;
}
private void ScrollChildren ( ) {
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if ( ! this . scrollOverflow )
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return ;
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var currentChildren = new HashSet < Element > ( ) ;
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// scroll all our children (and cache newly added ones)
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// we ignore false grandchildren so that the children of the scroll bar stay in place
foreach ( var child in this . GetChildren ( c = > c ! = this . ScrollBar , true , true ) ) {
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// if a child was newly added later, the last scroll offset was never applied
if ( this . scrolledChildren . Add ( child ) )
child . ScrollOffset . Y - = this . lastScrollOffset ;
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child . ScrollOffset . Y + = ( this . lastScrollOffset - this . ScrollBar . CurrentValue ) ;
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currentChildren . Add ( child ) ;
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}
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// remove cached scrolled children that aren't our children anymore
this . scrolledChildren . IntersectWith ( currentChildren ) ;
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this . lastScrollOffset = this . ScrollBar . CurrentValue ;
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this . relevantChildrenDirty = true ;
}
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}
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}