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Added UiControls.NavType, which stores the most recently used type of ui navigation
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parent
476e1dd2a6
commit
0293ea435e
3 changed files with 70 additions and 6 deletions
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@ -29,6 +29,9 @@ Fixes
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- Fixed TextInput not working correctly when using surrogate pairs
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### MLEM.Ui
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Additions
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- Added UiControls.NavType, which stores the most recently used type of ui navigation
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Improvements
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- Allow scrolling panels to contain other scrolling panels
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- Allow dropdowns to have scrolling panels
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@ -103,7 +103,7 @@ namespace MLEM.Ui {
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/// </summary>
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public bool HandleGamepad = true;
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/// <summary>
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/// If this value is true, the ui controls are in automatic navigation mode.
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/// If this value is true, the ui controls are in automatic navigation mode. The state of automatic navigation is usually based on the current <see cref="NavType"/>.
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/// This means that the <see cref="UiStyle.SelectionIndicator"/> will be drawn around the <see cref="SelectedElement"/>.
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/// </summary>
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public bool IsAutoNavMode {
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@ -115,12 +115,29 @@ namespace MLEM.Ui {
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}
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}
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}
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/// <summary>
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/// The current <see cref="NavigationType"/> of these ui controls, which represents the last type of interaction that was used to interact with the underlying <see cref="UiSystem"/>.
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/// </summary>
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public NavigationType NavType {
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get => this.navType;
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set {
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if (this.navType != value) {
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var last = this.navType;
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this.navType = value;
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this.NavTypeChanged?.Invoke(last, value);
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}
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}
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}
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/// <summary>
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/// An event that is raised when <see cref="IsAutoNavMode"/> is changed.
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/// This can be used for custom actions like hiding the mouse cursor when automatic navigation is enabled.
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/// </summary>
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public event Action<bool> AutoNavModeChanged;
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/// <summary>
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/// An event that is raised when <see cref="NavType"/> is changed. It receives the previous navigation type, as well as the newly set navigation type.
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/// </summary>
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public event Action<NavigationType, NavigationType> NavTypeChanged;
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/// <summary>
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/// This value ist true if the <see cref="InputHandler"/> was created by this ui controls instance, or if it was passed in.
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@ -134,6 +151,7 @@ namespace MLEM.Ui {
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private readonly Dictionary<string, Element> selectedElements = new Dictionary<string, Element>();
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private bool isAutoNavMode;
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private NavigationType navType;
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/// <summary>
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/// Creates a new instance of the ui controls.
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@ -167,6 +185,7 @@ namespace MLEM.Ui {
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if (this.Input.IsPressedAvailable(MouseButton.Left)) {
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this.IsAutoNavMode = false;
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this.NavType = NavigationType.Mouse;
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var selectedNow = mousedNow != null && mousedNow.CanBeSelected ? mousedNow : null;
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this.SelectElement(this.ActiveRoot, selectedNow);
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if (mousedNow != null && mousedNow.CanBePressed) {
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@ -175,6 +194,7 @@ namespace MLEM.Ui {
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}
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} else if (this.Input.IsPressedAvailable(MouseButton.Right)) {
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this.IsAutoNavMode = false;
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this.NavType = NavigationType.Mouse;
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if (mousedNow != null && mousedNow.CanBePressed) {
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this.PressElement(mousedNow, true);
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this.Input.TryConsumePressed(MouseButton.Right);
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@ -187,12 +207,14 @@ namespace MLEM.Ui {
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if (this.HandleKeyboard) {
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if (this.KeyboardButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
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this.NavType = NavigationType.Keyboard;
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// primary or secondary action on element using space or enter
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this.PressElement(this.SelectedElement, this.Input.IsModifierKeyDown(ModifierKey.Shift));
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this.KeyboardButtons.TryConsumePressed(this.Input, this.GamepadIndex);
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}
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} else if (this.Input.IsPressedAvailable(Keys.Tab)) {
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this.IsAutoNavMode = true;
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this.NavType = NavigationType.Keyboard;
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// tab or shift-tab to next or previous element
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var backward = this.Input.IsModifierKeyDown(ModifierKey.Shift);
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var next = this.GetTabNextElement(backward);
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@ -208,12 +230,14 @@ namespace MLEM.Ui {
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if (this.HandleTouch) {
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if (this.Input.GetViewportGesture(GestureType.Tap, out var tap)) {
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this.IsAutoNavMode = false;
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this.NavType = NavigationType.Touch;
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var tapped = this.GetElementUnderPos(tap.Position);
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this.SelectElement(this.ActiveRoot, tapped);
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if (tapped != null && tapped.CanBePressed)
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this.PressElement(tapped);
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} else if (this.Input.GetViewportGesture(GestureType.Hold, out var hold)) {
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this.IsAutoNavMode = false;
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this.NavType = NavigationType.Touch;
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var held = this.GetElementUnderPos(hold.Position);
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this.SelectElement(this.ActiveRoot, held);
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if (held != null && held.CanBePressed)
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@ -224,6 +248,7 @@ namespace MLEM.Ui {
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foreach (var location in this.Input.ViewportTouchState) {
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var element = this.GetElementUnderPos(location.Position);
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if (location.State == TouchLocationState.Pressed) {
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this.NavType = NavigationType.Touch;
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// start touching an element if we just touched down on it
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this.SetTouchedElement(element);
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} else if (element != this.TouchedElement) {
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@ -239,11 +264,13 @@ namespace MLEM.Ui {
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if (this.HandleGamepad) {
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if (this.GamepadButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
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this.NavType = NavigationType.Gamepad;
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this.PressElement(this.SelectedElement);
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this.GamepadButtons.TryConsumePressed(this.Input, this.GamepadIndex);
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}
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} else if (this.SecondaryGamepadButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
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if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
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this.NavType = NavigationType.Gamepad;
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this.PressElement(this.SelectedElement, true);
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this.SecondaryGamepadButtons.TryConsumePressed(this.Input, this.GamepadIndex);
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}
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@ -286,8 +313,9 @@ namespace MLEM.Ui {
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/// </summary>
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/// <param name="root">The root element of the <see cref="Element"/></param>
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/// <param name="element">The element to select, or null to deselect the selected element.</param>
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/// <param name="autoNav">Whether automatic navigation should be forced on</param>
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public void SelectElement(RootElement root, Element element, bool? autoNav = null) {
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/// <param name="autoNav">Whether automatic navigation should be forced on. If this is <see langword="null"/>, the automatic navigation state will stay the same.</param>
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/// <param name="navType">An optional <see cref="NavigationType"/> to set. If this is <see langword="null"/>, the navigation type will stay the same.</param>
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public void SelectElement(RootElement root, Element element, bool? autoNav = null, NavigationType? navType = null) {
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if (root == null)
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return;
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if (element != null && !element.CanBeSelected)
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@ -308,6 +336,8 @@ namespace MLEM.Ui {
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if (autoNav != null)
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this.IsAutoNavMode = autoNav.Value;
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if (navType != null)
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this.NavType = navType.Value;
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}
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/// <summary>
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@ -444,6 +474,7 @@ namespace MLEM.Ui {
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private bool HandleGamepadNextElement(Direction2 dir) {
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this.IsAutoNavMode = true;
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this.NavType = NavigationType.Gamepad;
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var next = this.GetGamepadNextElement(dir);
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if (this.SelectedElement != null)
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next = this.SelectedElement.GetGamepadNextElement(dir, next);
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@ -454,5 +485,34 @@ namespace MLEM.Ui {
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return false;
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}
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/// <summary>
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/// An enumeration type that represents the possible types of navigation that a <see cref="UiControls"/> instance supports.
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/// This is used by <see cref="UiControls.NavType"/>, which stores the most recently used navigation type for a <see cref="UiSystem"/>.
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/// </summary>
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public enum NavigationType {
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/// <summary>
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/// An unknown navigation type, which usually means there has not been any ui navigation of any type yet.
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/// </summary>
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Unknown = 0,
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/// <summary>
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/// Mouse cursor and mouse button navigation.
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/// </summary>
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Mouse,
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/// <summary>
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/// Keyboard navigation.
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/// </summary>
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Keyboard,
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/// <summary>
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/// Touch and gesture navigation.
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/// </summary>
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Touch,
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/// <summary>
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/// Gamepad-style navigation, which may also include arrow key-based navigation based on current <see cref="UiControls"/> settings.
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/// </summary>
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Gamepad
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}
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}
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}
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@ -608,9 +608,10 @@ namespace MLEM.Ui {
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/// Optionally, automatic navigation can be forced on, causing the <see cref="UiStyle.SelectionIndicator"/> to be drawn around the element.
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/// </summary>
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/// <param name="element">The element to select, or null to deselect the selected element.</param>
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/// <param name="autoNav">Whether automatic navigation should be forced on</param>
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public void SelectElement(Element element, bool? autoNav = null) {
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this.System.Controls.SelectElement(this, element, autoNav);
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/// <param name="autoNav">Whether automatic navigation should be forced on. If this is <see langword="null"/>, the automatic navigation state will stay the same.</param>
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/// <param name="navType">An optional <see cref="UiControls.NavigationType"/> to set. If this is <see langword="null"/>, the navigation type will stay the same.</param>
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public void SelectElement(Element element, bool? autoNav = null, UiControls.NavigationType? navType = null) {
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this.System.Controls.SelectElement(this, element, autoNav, navType);
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}
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/// <summary>
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