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modify AutoNavGroup behavior to disallow new selections
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2 changed files with 6 additions and 3 deletions
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@ -253,7 +253,7 @@ namespace MLEM.Ui.Elements {
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/// <summary>
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/// An optional string that represents a group of elements for automatic (keyboard and gamepad) navigation.
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/// All elements that share the same auto-nav group will be able to be navigated between, and all other elements will not be reachable from elements of other groups.
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/// Note that, if no element is previously selected and auto-navigation is invoked, this element can always be navigated to if it is the first one chosen by auto-navigation.
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/// Note that, if no element is previously selected and auto-navigation is invoked, this element cannot be chosen as the first element to navigate to if its auto-nav group is non-null.
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/// </summary>
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public virtual string AutoNavGroup { get; set; }
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@ -373,7 +373,9 @@ namespace MLEM.Ui {
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// we can't add these checks to GetChildren because it ignores false grandchildren
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.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
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if (this.SelectedElement?.Root != this.ActiveRoot) {
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return backward ? children.LastOrDefault() : children.FirstOrDefault();
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// if we don't have an element selected in this root, navigate to the first one without a group
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var allowed = children.Where(c => c.AutoNavGroup == null);
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return backward ? allowed.LastOrDefault() : allowed.FirstOrDefault();
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} else {
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var foundCurr = false;
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Element lastFound = null;
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@ -406,7 +408,8 @@ namespace MLEM.Ui {
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// we can't add these checks to GetChildren because it ignores false grandchildren
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.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
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if (this.SelectedElement?.Root != this.ActiveRoot) {
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return children.FirstOrDefault();
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// if we don't have an element selected in this root, navigate to the first one without a group
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return children.FirstOrDefault(c => c.AutoNavGroup == null);
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} else {
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Element closest = null;
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float closestPriority = 0;
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