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Merge branch 'main' into release

# Conflicts:
#	build.cake
This commit is contained in:
Ell 2024-04-04 22:26:42 +02:00
commit 0fde5b7aa0
97 changed files with 1002 additions and 1108 deletions

8
.githooks/pre-push Normal file
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@ -0,0 +1,8 @@
#!/bin/sh
command -v git-lfs >/dev/null 2>&1 || { echo >&2 "\nThis repository is configured for Git LFS but 'git-lfs' was not found on your path. If you no longer wish to use Git LFS, remove this hook by deleting the 'pre-push' file in the hooks directory (set by 'core.hookspath'; usually '.git/hooks').\n"; exit 2; }
git lfs pre-push "$@"
if ! git diff origin --name-status | grep -E -q "M\s+CHANGELOG.md"; then
echo "The changelog was not updated. Please document your changes in CHANGELOG.md before pushing."
exit 1
fi

11
.github/workflows/enforce-changelog.yml vendored Normal file
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@ -0,0 +1,11 @@
on: pull_request
jobs:
enforce-changelog:
runs-on: ubuntu-latest
steps:
- uses: dangoslen/changelog-enforcer@v3
with:
changeLogPath: CHANGELOG.md
missingUpdateErrorMessage: |
The changelog was not updated. Please document your changes in CHANGELOG.md.
Run `git config core.hooksPath .githooks` to enable a git hook that ensures you updated the changelog before pushing.

51
.github/workflows/main.yml vendored Normal file
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@ -0,0 +1,51 @@
on: [push, pull_request]
jobs:
build-publish:
runs-on: ubuntu-latest
steps:
- name: Clone repository
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup .NET
uses: actions/setup-dotnet@v3
with:
dotnet-version: '8.0.x'
- name: Setup Java
uses: actions/setup-java@v4
with:
java-version: '17'
distribution: 'temurin'
- name: Setup Android SDK
uses: android-actions/setup-android@v3
- name: Restore tools
run: dotnet tool restore
- name: Run cake
uses: coactions/setup-xvfb@v1
with:
run: dotnet cake --target Publish --branch ${{ github.ref_name }}
env:
NUGET_KEY: ${{ secrets.NUGET_KEY }}
BAGET_KEY: ${{ secrets.BAGET_KEY }}
docs:
runs-on: ubuntu-latest
steps:
- name: Clone repository
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup .NET
uses: actions/setup-dotnet@v3
with:
dotnet-version: '8.0.x'
- name: Restore tools
run: dotnet tool restore
- name: Run cake
run: dotnet cake --target Document --branch $GITHUB_REF_NAME
- name: Deploy
if: github.event_name == 'push' && github.ref_name == 'release'
# this is a beautiful way to deploy a website and i will not take any criticism
run: |
curl -L --output cloudflared.deb https://github.com/cloudflare/cloudflared/releases/latest/download/cloudflared-linux-amd64.deb && sudo dpkg -i cloudflared.deb
mkdir ~/.ssh && echo "${{ secrets.ELLBOT_KEY }}" > ~/.ssh/id_rsa && chmod 600 ~/.ssh/id_rsa
rsync -rv --delete -e 'ssh -o "ProxyCommand cloudflared access ssh --hostname %h" -o "StrictHostKeyChecking=no"' Docs/_site/. ellbot@ssh.ellpeck.de:/var/www/MLEM

4
.gitmodules vendored
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@ -1,6 +1,6 @@
[submodule "FNA"]
path = FNA
path = ThirdParty/FNA
url = https://github.com/FNA-XNA/FNA
[submodule "FontStashSharp"]
path = FontStashSharp
path = ThirdParty/FontStashSharp
url = https://github.com/FontStashSharp/FontStashSharp

View file

@ -2,6 +2,7 @@
MLEM tries to adhere to [semantic versioning](https://semver.org/). Potentially breaking changes are written in **bold**.
Jump to version:
- [6.3.0](#630)
- [6.2.0](#620)
- [6.1.0](#610)
- [6.0.0](#600)
@ -10,6 +11,57 @@ Jump to version:
- [5.1.0](#510)
- [5.0.0](#500)
## 6.3.0
### MLEM
Additions
- Added GraphicsExtensions.WithRenderTargets, a multi-target version of WithRenderTarget
- Added Zero, One, Linear and Clamp to Easings
- Added GetRandomEntry and GetRandomWeightedEntry to SingleRandom
- Added the ability to draw single corners of AutoTiling's extended auto tiles
- Added ColorHelper.TryFromHexString, a non-throwing version of FromHexString
- Added ToHexStringRgba and ToHexStringRgb to ColorExtensions
Improvements
- Stopped the text formatter throwing if a color can't be parsed
- Improved text formatter tokenization performance
- Allow using control and arrow keys to move the visible area of a text input
- Allow formatting codes applied later to override settings of earlier ones
Fixes
- Fixed TextInput not working correctly when using surrogate pairs
- Fixed InputHandler touch states being initialized incorrectly when touch handling is disabled
- Fixed empty NinePatch regions stalling when using tile mode
- Fixed bold and italic formatting code closing tags working on each other
### MLEM.Ui
Additions
- Added UiControls.NavType, which stores the most recently used type of ui navigation
- Added SetWidthBasedOnAspect and SetHeightBasedOnAspect to images
- Added the ability to set a custom SamplerState for images
- Added some useful additional constructors to various elements
Improvements
- Allow scrolling panels to contain other scrolling panels
- Allow dropdowns to have scrolling panels
- Improved Panel performance when adding and removing a lot of children
- Don't reset the caret position of a text field when selecting or deselecting it
- Improved UiParser.ParseImage with locks and a callback action
Fixes
- Fixed panels updating their relevant children too much when the scroll bar is hidden
- Fixed a stack overflow exception when a panel's scroll bar auto-hiding causes elements to gain height
- Fixed scrolling panels calculating their height incorrectly when their first child is hidden
### MLEM.Extended
Improvements
- Updated to FontStashSharp 1.3.0's API
- Expose character and line spacing in GenericStashFont
### MLEM.Data
Fixes
- Fixed various exception types not being wrapped by ContentLoadExceptions when loading raw or JSON content
## 6.2.0
### MLEM

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@ -48,10 +48,10 @@ public class Activity1 : AndroidGameActivity {
base.OnWindowFocusChanged(hasFocus);
// hide the status bar
if (hasFocus) {
#pragma warning disable CA1422
#pragma warning disable CS0618
// TODO this is deprecated, find out how to replace it
this.Window.DecorView.SystemUiVisibility = (StatusBarVisibility) (SystemUiFlags.ImmersiveSticky | SystemUiFlags.LayoutStable | SystemUiFlags.LayoutHideNavigation | SystemUiFlags.LayoutFullscreen | SystemUiFlags.HideNavigation | SystemUiFlags.Fullscreen);
#pragma warning restore CA1422
#pragma warning restore CS0618
}
}

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@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0-android</TargetFramework>
<TargetFramework>net8.0-android</TargetFramework>
<SupportedOSPlatformVersion>31</SupportedOSPlatformVersion>
<OutputType>Exe</OutputType>
<ApplicationId>de.ellpeck.mlem.demos.android</ApplicationId>

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@ -2,7 +2,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<ApplicationIcon>Icon.ico</ApplicationIcon>
<AssemblyName>MLEM Desktop Demos</AssemblyName>
<RootNamespace>Demos.DesktopGL</RootNamespace>
@ -21,7 +21,7 @@
<ItemGroup>
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />
<ProjectReference Include="..\FNA\FNA.Core.csproj" />
<ProjectReference Include="..\ThirdParty\FNA\FNA.Core.csproj" />
</ItemGroup>
<ItemGroup>
@ -29,7 +29,7 @@
<Content Include="..\Demos\Content\*\**" />
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
<Content Include="../FnaNative/**">
<Content Include="../ThirdParty/Native/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Link>%(Filename)%(Extension)</Link>
</Content>

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@ -2,7 +2,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<ApplicationIcon>Icon.ico</ApplicationIcon>
<AssemblyName>MLEM Desktop Demos</AssemblyName>
<IsPackable>false</IsPackable>
@ -26,9 +26,4 @@
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />
</Target>
</Project>

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@ -12,12 +12,16 @@ Strikethrough with ~~two tildes~~.
[I'm an inline-style link](https://www.google.com)
<http://www.example.com>
Logo:
![](https://raw.githubusercontent.com/Ellpeck/MLEM/main/Media/Logo.png)
Wide logo:
![](https://raw.githubusercontent.com/Ellpeck/MLEM/main/Media/Banner.png)
Some `inline code` right here
```js
function codeBlock() {
}
```
```

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@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<RootNamespace>Demos</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
<IsPackable>false</IsPackable>
@ -14,7 +14,7 @@
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\FNA\FNA.Core.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.Core.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>
</ItemGroup>

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@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>

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@ -15,7 +15,7 @@ namespace Demos {
private const string Text =
"MLEM's text formatting system allows for various <b>formatting codes</b> to be applied in the middle of a string. Here's a demonstration of some of them.\n\n" +
"You can write in <b>bold</i>, <i>italics</i>, <u>with an underline</u>, <st>strikethrough</st>, with a <s>drop shadow</s> whose <s #ff0000 4>color</s> and <s #000000 10>offset</s> you can modify in each application of the code, with an <o>outline</o> that you can also <o #ff0000 4>modify</o> <o #ff00ff 2>dynamically</o>, or with various types of <b>combined <c Pink>formatting</c> codes</b>.\n\n" +
"You can write in <b>bold</b>, <i>italics</i>, <u>with an underline</u>, <st>strikethrough</st>, with a <s>drop shadow</s> whose <s #ff0000 4>color</s> and <s #000000 10>offset</s> you can modify in each application of the code, with an <o>outline</o> that you can also <o #ff0000 4>modify</o> <o #ff00ff 2>dynamically</o>, or with various types of <b>combined <c Pink>formatting</c> codes</b>.\n\n" +
"You can apply <c CornflowerBlue>custom</c> <c Yellow>colors</c> to text, including all default <c Orange>MonoGame colors</c> and <c #aabb00>inline custom colors</c>.\n\n" +
"You can also use animations like <a wobbly>a wobbly one</a>, as well as create custom ones using the <a wobbly>Code class</a>.\n\n" +
"You can also display <i grass> icons in your text, and use super<sup>script</sup> or sub<sub>script</sub> formatting!\n\n" +

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@ -223,6 +223,15 @@ namespace Demos {
PositionOffset = new Vector2(0, 1)
});
var subPanel = this.root.AddChild(new Panel(Anchor.AutoLeft, new Vector2(1, 25), Vector2.Zero, false, true) {
PositionOffset = new Vector2(0, 1),
Texture = null,
ChildPadding = Padding.Empty
});
subPanel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a nested scrolling panel!"));
for (var i = 1; i <= 5; i++)
subPanel.AddChild(new Button(Anchor.AutoLeft, new Vector2(1, 10), $"Button {i}") {PositionOffset = new Vector2(0, 1)});
const string alignText = "Paragraphs can have <l Left>left</l> aligned text, <l Right>right</l> aligned text and <l Center>center</l> aligned text.";
this.root.AddChild(new VerticalSpace(3));
var alignPar = this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, alignText));

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@ -49,7 +49,7 @@
"globalMetadata": {
"_appTitle": "MLEM Documentation",
"_appLogoPath": "Logo.svg",
"_appFooter": "<a href=\"https://github.com/Ellpeck/MLEM\">&copy; 2019-2023 Ellpeck</a> &ndash; <a href=\"https://ellpeck.de/impressum\">Impressum</a> &ndash; <a href=\"https://ellpeck.de/privacy\">Privacy</a> &ndash; <a href=\"https://status.ellpeck.de\">Status</a>",
"_appFooter": "<a href=\"https://github.com/Ellpeck/MLEM\">&copy; 2019-2024 Ellpeck</a> &ndash; <a href=\"https://ellpeck.de/impressum\">Impressum</a> &ndash; <a href=\"https://ellpeck.de/privacy\">Privacy</a> &ndash; <a href=\"https://status.ellpeck.de\">Status</a>",
"_enableSearch": true
},
"dest": "_site",

1
FNA

@ -1 +0,0 @@
Subproject commit 697cc63662914c0dc26c500bc9b8498b5ca8a68f

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@ -1 +0,0 @@
Subproject commit f11f97b709e50960dd8ce1f727974744c4f8a0dd

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@ -1,6 +1,6 @@
MIT License
Copyright (c) 2019-2023 Ellpeck
Copyright (c) 2019-2024 Ellpeck
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -100,7 +100,7 @@ namespace MLEM.Data.Content {
r.Name = assetName;
return t;
}
} catch (FileNotFoundException) {}
} catch (IOException) {}
}
}
throw new ContentLoadException($"Asset {assetName} not found. Tried files {string.Join(", ", triedFiles)}");

View file

@ -68,7 +68,7 @@ namespace MLEM.Data {
using (var reader = new JsonTextReader(stream))
return serializerToUse.Deserialize<T>(reader);
}
} catch (FileNotFoundException) {}
} catch (IOException) {}
}
throw new ContentLoadException($"Asset {name} not found. Tried files {string.Join(", ", triedFiles)}");
}

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<RootNamespace>MLEM.Data</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
<NoWarn>NU1701</NoWarn>
@ -28,14 +28,14 @@
<PackageReference Include="Lidgren.Network" Version="1.0.2">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="Newtonsoft.Json" Version="13.0.2">
<PackageReference Include="Newtonsoft.Json" Version="13.0.3">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="Newtonsoft.Json.Bson" Version="1.0.2">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<ProjectReference Include="..\FNA\FNA.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>
</ItemGroup>

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<NoWarn>NU1701</NoWarn>
</PropertyGroup>

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@ -11,6 +11,7 @@ namespace MLEM.Extended.Font {
/// The <see cref="SpriteFontBase"/> that is being wrapped by this generic font
/// </summary>
public readonly SpriteFontBase Font;
/// <inheritdoc />
public override GenericFont Bold { get; }
/// <inheritdoc />
@ -18,6 +19,15 @@ namespace MLEM.Extended.Font {
/// <inheritdoc />
public override float LineHeight => this.Font.LineHeight;
/// <summary>
/// The character spacing that will be passed to the underlying <see cref="Font"/>.
/// </summary>
public float CharacterSpacing { get; set; }
/// <summary>
/// The line spacing that will be passed to the underlying <see cref="Font"/>.
/// </summary>
public float LineSpacing { get; set; }
/// <summary>
/// Creates a new generic font using <see cref="SpriteFontBase"/>.
/// Optionally, a bold and italic version of the font can be supplied.
@ -33,12 +43,12 @@ namespace MLEM.Extended.Font {
/// <inheritdoc />
protected override float MeasureCharacter(int codePoint) {
return this.Font.MeasureString(CodePointSource.ToString(codePoint)).X;
return this.Font.MeasureString(CodePointSource.ToString(codePoint), null, this.CharacterSpacing, this.LineSpacing).X;
}
/// <inheritdoc />
protected override void DrawCharacter(SpriteBatch batch, int codePoint, string character, Vector2 position, Color color, float rotation, Vector2 scale, SpriteEffects effects, float layerDepth) {
this.Font.DrawText(batch, character, position, color, scale, rotation, Vector2.Zero, layerDepth);
this.Font.DrawText(batch, character, position, color, rotation, Vector2.Zero, scale, layerDepth, this.CharacterSpacing, this.LineSpacing);
}
}

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<RootNamespace>MLEM.Extended</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
<NoWarn>NU1702</NoWarn>
@ -24,10 +24,10 @@
<ItemGroup>
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
<ProjectReference Include="..\FontStashSharp\src\XNA\FontStashSharp.FNA.csproj">
<ProjectReference Include="..\ThirdParty\FontStashSharp\src\XNA\FontStashSharp.FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>
<ProjectReference Include="..\FNA\FNA.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
</PropertyGroup>
<PropertyGroup>
@ -27,7 +27,7 @@
<PackageReference Include="MonoGame.Extended.Tiled" Version="3.8.0">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="FontStashSharp.MonoGame" Version="1.2.8">
<PackageReference Include="FontStashSharp.MonoGame" Version="1.3.3">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641">

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@ -44,7 +44,8 @@ namespace MLEM.Extended.Tiled {
/// <param name="key">The key by which to get a property</param>
/// <returns>The color property</returns>
public static Color GetColor(this TiledMapProperties properties, string key) {
return ColorHelper.FromHexString(properties.Get(key));
ColorHelper.TryFromHexString(properties.Get(key), out var val);
return val;
}
/// <summary>

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@ -16,11 +16,11 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tests.FNA", "Tests\Tests.FN
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.Extended.FNA", "MLEM.Extended\MLEM.Extended.FNA.csproj", "{A5B22930-DF4B-4A62-93ED-A6549F7B666B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA", "FNA\FNA.csproj", "{35253CE1-C864-4CD3-8249-4D1319748E8F}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA", "ThirdParty\FNA\FNA.csproj", "{35253CE1-C864-4CD3-8249-4D1319748E8F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FontStashSharp.FNA", "FontStashSharp\src\XNA\FontStashSharp.FNA.csproj", "{39249E92-EBF2-4951-A086-AB4951C3CCE1}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FontStashSharp.FNA", "ThirdParty\FontStashSharp\src\XNA\FontStashSharp.FNA.csproj", "{39249E92-EBF2-4951-A086-AB4951C3CCE1}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA.Core", "FNA\FNA.Core.csproj", "{458FFA5E-A1C4-4B23-A5D8-259385FEECED}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA.Core", "ThirdParty\FNA\FNA.Core.csproj", "{458FFA5E-A1C4-4B23-A5D8-259385FEECED}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

View file

@ -1,10 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<RootNamespace>MLEM.Startup</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
</PropertyGroup>
@ -22,11 +22,11 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Coroutine" Version="2.1.4" />
<PackageReference Include="Coroutine" Version="2.1.5" />
<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.FNA.csproj" />
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
<ProjectReference Include="..\FNA\FNA.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>
</ItemGroup>

View file

@ -1,10 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
</PropertyGroup>
<PropertyGroup>

View file

@ -1,12 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<IncludeContentInPack>true</IncludeContentInPack>
<IncludeBuildOutput>false</IncludeBuildOutput>
<ContentTargetFolders>content</ContentTargetFolders>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<IsTrimmable>true</IsTrimmable>
<NoWarn>NU5128</NoWarn>
</PropertyGroup>

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@ -2,7 +2,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
<ApplicationIcon>Icon.ico</ApplicationIcon>
@ -19,9 +19,4 @@
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />
</Target>
</Project>

View file

@ -87,6 +87,13 @@ namespace MLEM.Ui.Elements {
private bool isDisabled;
/// <summary>
/// Creates a new button with the given settings and no text or tooltip.
/// </summary>
/// <param name="anchor">The button's anchor</param>
/// <param name="size">The button's size</param>
public Button(Anchor anchor, Vector2 size) : base(anchor, size) {}
/// <summary>
/// Creates a new button with the given settings
/// </summary>
@ -94,7 +101,7 @@ namespace MLEM.Ui.Elements {
/// <param name="size">The button's size</param>
/// <param name="text">The text that should be displayed on the button</param>
/// <param name="tooltipText">The text that should be displayed in a <see cref="Tooltip"/> when hovering over this button</param>
public Button(Anchor anchor, Vector2 size, string text = null, string tooltipText = null) : base(anchor, size) {
public Button(Anchor anchor, Vector2 size, string text = null, string tooltipText = null) : this(anchor, size) {
if (text != null) {
this.Text = new Paragraph(Anchor.Center, 1, text, true);
this.Text.Padding = this.Text.Padding.OrStyle(new Padding(1), 1);
@ -104,6 +111,23 @@ namespace MLEM.Ui.Elements {
this.Tooltip = this.AddTooltip(tooltipText);
}
/// <summary>
/// Creates a new button with the given settings
/// </summary>
/// <param name="anchor">The button's anchor</param>
/// <param name="size">The button's size</param>
/// <param name="textCallback">The text that should be displayed on the button</param>
/// <param name="tooltipTextCallback">The text that should be displayed in a <see cref="Tooltip"/> when hovering over this button</param>
public Button(Anchor anchor, Vector2 size, Paragraph.TextCallback textCallback = null, Paragraph.TextCallback tooltipTextCallback = null) : this(anchor, size) {
if (textCallback != null) {
this.Text = new Paragraph(Anchor.Center, 1, textCallback, true);
this.Text.Padding = this.Text.Padding.OrStyle(new Padding(1), 1);
this.AddChild(this.Text);
}
if (tooltipTextCallback != null)
this.Tooltip = this.AddTooltip(tooltipTextCallback);
}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
var tex = this.Texture;

View file

@ -12,8 +12,7 @@ namespace MLEM.Ui.Elements {
/// <summary>
/// The panel that this dropdown contains. It will be displayed upon pressing the dropdown button.
/// </summary>
public readonly Panel Panel;
public Panel Panel { get; private set; }
/// <summary>
/// This property stores whether the dropdown is currently opened or not
/// </summary>
@ -29,6 +28,18 @@ namespace MLEM.Ui.Elements {
/// </summary>
public GenericCallback OnOpenedOrClosed;
/// <summary>
/// Creates a new dropdown with the given settings and no text or tooltip.
/// </summary>
/// <param name="anchor">The dropdown's anchor</param>
/// <param name="size">The dropdown button's size</param>
/// <param name="panelHeight">The height of the <see cref="Panel"/>. If this is 0, the panel will be set to <see cref="Element.SetHeightBasedOnChildren"/>.</param>
/// <param name="scrollPanel">Whether this dropdown's <see cref="Panel"/> should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.</param>
/// <param name="autoHidePanelScrollbar">Whether this dropdown's <see cref="Panel"/>'s 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="scrollPanel"/> is <see langword="true"/>.</param>
public Dropdown(Anchor anchor, Vector2 size, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
/// <summary>
/// Creates a new dropdown with the given settings
/// </summary>
@ -36,31 +47,25 @@ namespace MLEM.Ui.Elements {
/// <param name="size">The dropdown button's size</param>
/// <param name="text">The text displayed on the dropdown button</param>
/// <param name="tooltipText">The text displayed as a tooltip when hovering over the dropdown button</param>
public Dropdown(Anchor anchor, Vector2 size, string text = null, string tooltipText = null) : base(anchor, size, text, tooltipText) {
this.Panel = this.AddChild(new Panel(Anchor.TopCenter, Vector2.Zero, Vector2.Zero, true) {
IsHidden = true
});
this.OnAreaUpdated += e => {
this.Panel.Size = new Vector2(e.Area.Width / e.Scale, 0);
this.Panel.PositionOffset = new Vector2(0, e.Area.Height / e.Scale);
};
this.OnOpenedOrClosed += e => this.Priority = this.IsOpen ? 10000 : 0;
this.OnPressed += e => {
this.IsOpen = !this.IsOpen;
// close other dropdowns in the same root when we open
if (this.IsOpen) {
this.Root.Element.AndChildren(o => {
if (o != this && o is Dropdown d && d.IsOpen)
d.IsOpen = false;
});
}
};
this.GetGamepadNextElement = (dir, usualNext) => {
// Force navigate down to our first child if we're open
if (this.IsOpen && dir == Direction2.Down)
return this.Panel.GetChildren().FirstOrDefault(c => c.CanBeSelected) ?? usualNext;
return usualNext;
};
/// <param name="panelHeight">The height of the <see cref="Panel"/>. If this is 0, the panel will be set to <see cref="Element.SetHeightBasedOnChildren"/>.</param>
/// <param name="scrollPanel">Whether this dropdown's <see cref="Panel"/> should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.</param>
/// <param name="autoHidePanelScrollbar">Whether this dropdown's <see cref="Panel"/>'s 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="scrollPanel"/> is <see langword="true"/>.</param>
public Dropdown(Anchor anchor, Vector2 size, string text = null, string tooltipText = null, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size, text, tooltipText) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
/// <summary>
/// Creates a new dropdown with the given settings
/// </summary>
/// <param name="anchor">The dropdown's anchor</param>
/// <param name="size">The dropdown button's size</param>
/// <param name="textCallback">The text displayed on the dropdown button</param>
/// <param name="tooltipTextCallback">The text displayed as a tooltip when hovering over the dropdown button</param>
/// <param name="panelHeight">The height of the <see cref="Panel"/>. If this is 0, the panel will be set to <see cref="Element.SetHeightBasedOnChildren"/>.</param>
/// <param name="scrollPanel">Whether this dropdown's <see cref="Panel"/> should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.</param>
/// <param name="autoHidePanelScrollbar">Whether this dropdown's <see cref="Panel"/>'s 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="scrollPanel"/> is <see langword="true"/>.</param>
public Dropdown(Anchor anchor, Vector2 size, Paragraph.TextCallback textCallback = null, Paragraph.TextCallback tooltipTextCallback = null, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size, textCallback, tooltipTextCallback) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
/// <summary>
@ -116,5 +121,32 @@ namespace MLEM.Ui.Elements {
return paragraph;
}
private void Initialize(float panelHeight, bool scrollPanel, bool autoHidePanelScrollbar) {
this.Panel = this.AddChild(new Panel(Anchor.TopCenter, Vector2.Zero, panelHeight == 0, scrollPanel, autoHidePanelScrollbar) {
IsHidden = true
});
this.OnAreaUpdated += e => {
this.Panel.Size = new Vector2(e.Area.Width / e.Scale, panelHeight);
this.Panel.PositionOffset = new Vector2(0, e.Area.Height / e.Scale);
};
this.OnOpenedOrClosed += e => this.Priority = this.IsOpen ? 10000 : 0;
this.OnPressed += e => {
this.IsOpen = !this.IsOpen;
// close other dropdowns in the same root when we open
if (this.IsOpen) {
this.Root.Element.AndChildren(o => {
if (o != this && o is Dropdown d && d.IsOpen)
d.IsOpen = false;
});
}
};
this.GetGamepadNextElement = (dir, usualNext) => {
// Force navigate down to our first child if we're open
if (this.IsOpen && dir == Direction2.Down)
return this.Panel.GetChildren().FirstOrDefault(c => c.CanBeSelected) ?? usualNext;
return usualNext;
};
}
}
}

View file

@ -1236,12 +1236,13 @@ namespace MLEM.Ui.Elements {
/// <inheritdoc />
public override string ToString() {
var ret = this.GetType().ToString();
// elements will contain their path up to the root (Paragraph@Panel@...@RootName)
var ret = this.GetType().Name;
// elements will contain their path up to the root and their index in each parent
// eg Paragraph 2 @ Panel 3 @ ... @ Group RootName
if (this.Parent != null) {
ret += $"@{this.Parent}";
ret += $" {this.Parent.Children.IndexOf(this)} @ {this.Parent}";
} else if (this.Root?.Element == this) {
ret += $"@{this.Root.Name}";
ret += $" {this.Root.Name}";
}
return ret;
}

View file

@ -14,8 +14,18 @@ namespace MLEM.Ui.Elements {
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height</param>
public Group(Anchor anchor, Vector2 size, bool setHeightBasedOnChildren = true) : base(anchor, size) {
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public Group(Anchor anchor, Vector2 size, bool setHeightBasedOnChildren = true) : this(anchor, size, false, setHeightBasedOnChildren) {}
/// <summary>
/// Creates a new group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setWidthBasedOnChildren">Whether the group's width should be based on its children's width, see <see cref="Element.SetWidthBasedOnChildren"/>.</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public Group(Anchor anchor, Vector2 size, bool setWidthBasedOnChildren, bool setHeightBasedOnChildren) : base(anchor, size) {
this.SetWidthBasedOnChildren = setWidthBasedOnChildren;
this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
this.CanBeSelected = false;
}

View file

@ -69,11 +69,45 @@ namespace MLEM.Ui.Elements {
/// Note that increased rotation does not increase this component's size, even if the rotated texture would go out of bounds of this component.
/// </summary>
public float ImageRotation;
/// <summary>
/// Whether this image's width should automatically be calculated based on this image's calculated height in relation to its <see cref="Texture"/>'s aspect ratio.
/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's width.
/// </summary>
public bool SetWidthBasedOnAspect {
get => this.setWidthBasedOnAspect;
set {
if (this.setWidthBasedOnAspect != value) {
this.setWidthBasedOnAspect = value;
this.SetAreaDirty();
}
}
}
/// <summary>
/// Whether this image's height should automatically be calculated based on this image's calculated width in relation to its <see cref="Texture"/>'s aspect ratio.
/// This behavior is useful if an image should take up a certain width, but the aspect ratio of its texture can vary and the image should not take up more height than is necessary.
/// Note that, if this is <see langword="true"/>, the <see cref="Element.AutoSizeAddedAbsolute"/> value will still be applied to this image's height.
/// </summary>
public bool SetHeightBasedOnAspect {
get => this.setHeightBasedOnAspect;
set {
if (this.setHeightBasedOnAspect != value) {
this.setHeightBasedOnAspect = value;
this.SetAreaDirty();
}
}
}
/// <summary>
/// The sampler state that this image's <see cref="Texture"/> should be drawn with.
/// If this is <see langword="null"/>, the current <see cref="SpriteBatchContext"/>'s <see cref="SpriteBatchContext.SamplerState"/> will be used, which will likely be the same as <see cref="UiSystem.SpriteBatchContext"/>.
/// </summary>
public SamplerState SamplerState;
/// <inheritdoc />
public override bool IsHidden => base.IsHidden || this.Texture == null;
private bool scaleToImage;
private bool setWidthBasedOnAspect;
private bool setHeightBasedOnAspect;
private TextureRegion explicitlySetTexture;
private TextureRegion displayedTexture;
@ -86,7 +120,7 @@ namespace MLEM.Ui.Elements {
/// <param name="scaleToImage">Whether this image's size should be based on the texture's size</param>
public Image(Anchor anchor, Vector2 size, TextureRegion texture, bool scaleToImage = false) : base(anchor, size) {
this.Texture = texture;
this.scaleToImage = scaleToImage;
this.ScaleToImage = scaleToImage;
this.CanBeSelected = false;
this.CanBeMoused = false;
}
@ -95,14 +129,29 @@ namespace MLEM.Ui.Elements {
public Image(Anchor anchor, Vector2 size, TextureCallback getTextureCallback, bool scaleToImage = false) : base(anchor, size) {
this.GetTextureCallback = getTextureCallback;
this.Texture = getTextureCallback(this);
this.scaleToImage = scaleToImage;
this.ScaleToImage = scaleToImage;
this.CanBeSelected = false;
this.CanBeMoused = false;
}
/// <inheritdoc />
protected override Vector2 CalcActualSize(RectangleF parentArea) {
return this.Texture != null && this.scaleToImage ? this.Texture.Size.ToVector2() * this.Scale : base.CalcActualSize(parentArea);
var ret = base.CalcActualSize(parentArea);
if (this.Texture != null) {
if (this.ScaleToImage)
ret = this.Texture.Size.ToVector2() * this.Scale;
if (this.SetWidthBasedOnAspect)
ret.X = ret.Y * this.Texture.Width / this.Texture.Height + this.ScaledAutoSizeAddedAbsolute.X;
if (this.SetHeightBasedOnAspect)
ret.Y = ret.X * this.Texture.Height / this.Texture.Width + this.ScaledAutoSizeAddedAbsolute.Y;
} else {
// if we don't have a texture and we auto-set width or height, calculate as if we had a texture with a size of 0
if (this.SetWidthBasedOnAspect)
ret.X = this.ScaledAutoSizeAddedAbsolute.X;
if (this.SetHeightBasedOnAspect)
ret.Y = this.ScaledAutoSizeAddedAbsolute.Y;
}
return ret;
}
/// <inheritdoc />
@ -115,6 +164,14 @@ namespace MLEM.Ui.Elements {
public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
if (this.Texture == null)
return;
if (this.SamplerState != null) {
batch.End();
var localContext = context;
localContext.SamplerState = this.SamplerState;
batch.Begin(localContext);
}
var center = new Vector2(this.Texture.Width / 2F, this.Texture.Height / 2F);
var color = this.Color.OrDefault(Microsoft.Xna.Framework.Color.White) * alpha;
if (this.MaintainImageAspect) {
@ -125,6 +182,12 @@ namespace MLEM.Ui.Elements {
var scale = new Vector2(1F / this.Texture.Width, 1F / this.Texture.Height) * this.DisplayArea.Size;
batch.Draw(this.Texture, this.DisplayArea.Location + center * scale, color, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
}
if (this.SamplerState != null) {
batch.End();
batch.Begin(context);
}
base.Draw(time, batch, alpha, context);
}
@ -134,7 +197,7 @@ namespace MLEM.Ui.Elements {
return;
var nullChanged = this.displayedTexture == null != (newTexture == null);
this.displayedTexture = newTexture;
if (nullChanged || this.scaleToImage)
if (nullChanged || this.ScaleToImage || this.SetWidthBasedOnAspect || this.SetHeightBasedOnAspect)
this.SetAreaDirty();
}

View file

@ -55,12 +55,16 @@ namespace MLEM.Ui.Elements {
}
private readonly List<Element> relevantChildren = new List<Element>();
private readonly HashSet<Element> scrolledChildren = new HashSet<Element>();
private readonly float[] scrollBarMaxHistory;
private readonly bool scrollOverflow;
private RenderTarget2D renderTarget;
private bool relevantChildrenDirty;
private float scrollBarChildOffset;
private StyleProp<float> scrollBarOffset;
private float lastScrollOffset;
private bool childrenDirtyForScroll;
/// <summary>
/// Creates a new panel with the given settings.
@ -70,7 +74,7 @@ namespace MLEM.Ui.Elements {
/// <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>
/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling</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, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, bool autoHideScrollbar = true) : base(anchor, size) {
this.PositionOffset = positionOffset;
this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
@ -94,9 +98,23 @@ namespace MLEM.Ui.Elements {
this.ScrollToElement(e);
};
this.AddChild(this.ScrollBar);
this.scrollBarMaxHistory = new float[3];
for (var i = 0; i < this.scrollBarMaxHistory.Length; i++)
this.scrollBarMaxHistory[i] = -1;
}
}
/// <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) {}
/// <inheritdoc />
public override void ForceUpdateArea() {
if (this.scrollOverflow) {
@ -106,11 +124,15 @@ namespace MLEM.Ui.Elements {
foreach (var child in this.Children) {
if (child != this.ScrollBar && !child.Anchor.IsAuto())
throw new NotSupportedException($"A panel that handles overflow can't contain non-automatic anchors ({child})");
if (child is Panel panel && panel.scrollOverflow)
throw new NotSupportedException($"A panel that scrolls overflow cannot contain another panel that scrolls overflow ({child})");
}
}
base.ForceUpdateArea();
if (this.scrollOverflow) {
for (var i = 0; i < this.scrollBarMaxHistory.Length; i++)
this.scrollBarMaxHistory[i] = -1;
}
this.SetScrollBarStyle();
}
@ -136,8 +158,16 @@ namespace MLEM.Ui.Elements {
// 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
if (this.System != null)
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)
this.ScrollSetup();
return base.AddChild(element, index);
}
/// <inheritdoc />
@ -202,10 +232,10 @@ namespace MLEM.Ui.Elements {
/// </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) {
var firstChild = this.Children.FirstOrDefault(c => c != this.ScrollBar);
if (firstChild == null)
var highestValidChild = this.Children.FirstOrDefault(c => c != this.ScrollBar && !c.IsHidden);
if (highestValidChild == null)
return;
this.ScrollBar.CurrentValue = (elementY - this.Area.Height / 2 - firstChild.Area.Top) / this.Scale + this.ChildPadding.Value.Height / 2;
this.ScrollBar.CurrentValue = (elementY - this.Area.Height / 2 - highestValidChild.Area.Top) / this.Scale + this.ChildPadding.Value.Height / 2;
}
/// <inheritdoc />
@ -234,13 +264,12 @@ namespace MLEM.Ui.Elements {
/// <inheritdoc />
protected override void OnChildAreaDirty(Element child, bool grandchild) {
base.OnChildAreaDirty(child, grandchild);
// 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
if (grandchild) {
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
this.ScrollChildren();
// we also need to re-setup here in case the child is involved in a special GetTotalCoveredArea
if (!this.AreaDirty)
this.ScrollSetup();
this.ScrollSetup();
}
}
@ -257,32 +286,41 @@ namespace MLEM.Ui.Elements {
/// Prepares the panel for auto-scrolling, creating the render target and setting up the scroll bar's maximum value.
/// </summary>
protected virtual void ScrollSetup() {
this.childrenDirtyForScroll = false;
if (!this.scrollOverflow || this.IsHidden)
return;
float childrenHeight;
if (this.Children.Count > 1) {
var firstChild = this.Children.FirstOrDefault(c => c != this.ScrollBar);
var highestValidChild = this.Children.FirstOrDefault(c => c != this.ScrollBar && !c.IsHidden);
var lowestChild = this.GetLowestChild(c => c != this.ScrollBar && !c.IsHidden, true);
childrenHeight = lowestChild.GetTotalCoveredArea(false).Bottom - firstChild.Area.Top;
childrenHeight = lowestChild.GetTotalCoveredArea(false).Bottom - highestValidChild.Area.Top;
} else {
// if we only have one child (the scroll bar), then the children take up no visual height
childrenHeight = 0;
}
// the max value of the scroll bar is the amount of non-scaled pixels taken up by overflowing components
var scrollBarMax = (childrenHeight - this.ChildPaddedArea.Height) / this.Scale;
var scrollBarMax = Math.Max(0, (childrenHeight - this.ChildPaddedArea.Height) / this.Scale);
if (!this.ScrollBar.MaxValue.Equals(scrollBarMax, Element.Epsilon)) {
this.ScrollBar.MaxValue = scrollBarMax;
this.relevantChildrenDirty = true;
// 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)
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;
this.ScrollBar.MaxValue = scrollBarMax;
this.relevantChildrenDirty = true;
}
}
// update child padding based on whether the scroll bar is visible
var childOffset = this.ScrollBar.IsHidden ? 0 : this.ScrollerSize.Value.X + this.ScrollBarOffset;
if (!this.scrollBarChildOffset.Equals(childOffset, Element.Epsilon)) {
this.ChildPadding += new Padding(0, -this.scrollBarChildOffset + childOffset, 0, 0);
var childOffsetDelta = childOffset - this.scrollBarChildOffset;
if (!childOffsetDelta.Equals(0, Element.Epsilon)) {
this.scrollBarChildOffset = childOffset;
this.SetAreaDirty();
this.ChildPadding += new Padding(0, childOffsetDelta, 0, 0);
}
// 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
@ -290,15 +328,15 @@ namespace MLEM.Ui.Elements {
this.ScrollBar.ScrollerSize = new Vector2(this.ScrollerSize.Value.X, Math.Max(this.ScrollerSize.Value.Y, scrollerHeight));
// update the render target
var targetArea = (Rectangle) this.GetRenderTargetArea();
if (targetArea.Width <= 0 || targetArea.Height <= 0) {
var area = (Rectangle) this.GetRenderTargetArea();
if (area.Width <= 0 || area.Height <= 0) {
this.renderTarget?.Dispose();
this.renderTarget = null;
return;
}
if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
if (this.renderTarget == null || area.Width != this.renderTarget.Width || area.Height != this.renderTarget.Height) {
this.renderTarget?.Dispose();
this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height);
this.renderTarget = new RenderTarget2D(this.System.Game.GraphicsDevice, area.Width, area.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
this.relevantChildrenDirty = true;
}
}
@ -330,7 +368,7 @@ namespace MLEM.Ui.Elements {
}
private RectangleF GetRenderTargetArea() {
var area = this.ChildPaddedArea;
var area = this.ChildPaddedArea.OffsetCopy(this.ScaledScrollOffset);
area.X = this.DisplayArea.X;
area.Width = this.DisplayArea.Width;
return area;
@ -339,9 +377,21 @@ namespace MLEM.Ui.Elements {
private void ScrollChildren() {
if (!this.scrollOverflow)
return;
var currentChildren = new HashSet<Element>();
// scroll all our children (and cache newly added ones)
// 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))
child.ScrollOffset.Y = -this.ScrollBar.CurrentValue;
foreach (var child in this.GetChildren(c => c != this.ScrollBar, true, true)) {
// if a child was newly added later, the last scroll offset was never applied
if (this.scrolledChildren.Add(child))
child.ScrollOffset.Y -= this.lastScrollOffset;
child.ScrollOffset.Y += (this.lastScrollOffset - this.ScrollBar.CurrentValue);
currentChildren.Add(child);
}
// remove cached scrolled children that aren't our children anymore
this.scrolledChildren.IntersectWith(currentChildren);
this.lastScrollOffset = this.ScrollBar.CurrentValue;
this.relevantChildrenDirty = true;
}

View file

@ -166,6 +166,30 @@ namespace MLEM.Ui.Elements {
private float textScaleMultiplier = 1;
private bool autoAdjustWidth;
/// <summary>
/// Creates a new paragraph with the given settings.
/// </summary>
/// <param name="anchor">The paragraph's anchor</param>
/// <param name="width">The paragraph's width. Note that its height is automatically calculated.</param>
/// <param name="textCallback">The paragraph's text</param>
/// <param name="alignment">The paragraph's text alignment.</param>
/// <param name="autoAdjustWidth">Whether the paragraph's width should automatically be calculated based on the text within it.</param>
public Paragraph(Anchor anchor, float width, TextCallback textCallback, TextAlignment alignment, bool autoAdjustWidth = false) : this(anchor, width, textCallback, autoAdjustWidth) {
this.Alignment = alignment;
}
/// <summary>
/// Creates a new paragraph with the given settings.
/// </summary>
/// <param name="anchor">The paragraph's anchor</param>
/// <param name="width">The paragraph's width. Note that its height is automatically calculated.</param>
/// <param name="text">The paragraph's text</param>
/// <param name="alignment">The paragraph's text alignment.</param>
/// <param name="autoAdjustWidth">Whether the paragraph's width should automatically be calculated based on the text within it.</param>
public Paragraph(Anchor anchor, float width, string text, TextAlignment alignment, bool autoAdjustWidth = false) : this(anchor, width, text, autoAdjustWidth) {
this.Alignment = alignment;
}
/// <summary>
/// Creates a new paragraph with the given settings.
/// </summary>
@ -177,7 +201,13 @@ namespace MLEM.Ui.Elements {
this.GetTextCallback = textCallback;
}
/// <inheritdoc cref="Paragraph(Anchor,float,TextCallback,bool)"/>
/// <summary>
/// Creates a new paragraph with the given settings.
/// </summary>
/// <param name="anchor">The paragraph's anchor</param>
/// <param name="width">The paragraph's width. Note that its height is automatically calculated.</param>
/// <param name="text">The paragraph's text</param>
/// <param name="autoAdjustWidth">Whether the paragraph's width should automatically be calculated based on the text within it.</param>
public Paragraph(Anchor anchor, float width, string text, bool autoAdjustWidth = false) : base(anchor, new Vector2(width, 0)) {
this.Text = text;
this.AutoAdjustWidth = autoAdjustWidth;
@ -232,7 +262,7 @@ namespace MLEM.Ui.Elements {
private void SetTextDirty() {
this.tokenizedText = null;
// only set our area dirty if our size changed as a result of this action
if (!this.AreaDirty && !this.CalcActualSize(this.ParentArea).Equals(this.DisplayArea.Size, Element.Epsilon))
if (!this.AreaDirty && (this.System == null || !this.CalcActualSize(this.ParentArea).Equals(this.DisplayArea.Size, Element.Epsilon)))
this.SetAreaDirty();
}

View file

@ -158,7 +158,7 @@ namespace MLEM.Ui.Elements {
if (this.isMouseScrolling)
this.ScrollToPos(this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()));
if (!this.Horizontal) {
if (moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
if (this.IsMousedForScrolling(moused)) {
var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
if (scroll != 0)
this.CurrentValue += this.StepPerScroll * Math.Sign(scroll);
@ -244,6 +244,23 @@ namespace MLEM.Ui.Elements {
this.SmoothScrollFactor = this.SmoothScrollFactor.OrStyle(style.ScrollBarSmoothScrollFactor);
}
private bool IsMousedForScrolling(Element moused) {
if (moused == null || (moused != this.Parent && !moused.GetParentTree().Contains(this.Parent)))
return false;
// if we're moused, check if there are any scroll bars deeper than us that should take precedence
var foundMe = false;
foreach (var child in this.Parent.GetChildren(regardGrandchildren: true)) {
if (foundMe) {
if (child is ScrollBar b && !b.Horizontal && b.IsMousedForScrolling(moused))
return false;
} else if (child == this) {
// once we found ourselves, all subsequent children are deeper/older!
foundMe = true;
}
}
return true;
}
/// <summary>
/// A delegate method used for <see cref="ScrollBar.OnValueChanged"/>
/// </summary>

View file

@ -204,8 +204,6 @@ namespace MLEM.Ui.Elements {
if (this.IsSelectedActive && !this.IsHidden && !this.textInput.OnTextInput(key, character) && key == Keys.Enter && !this.Multiline)
this.EnterReceiver?.Controls?.PressElement(this.EnterReceiver);
};
this.OnDeselected += e => this.CaretPos = 0;
this.OnSelected += e => this.CaretPos = this.textInput.Length;
}
/// <inheritdoc />

View file

@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<RootNamespace>MLEM.Ui</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
</PropertyGroup>
@ -24,7 +24,7 @@
<PackageReference Include="TextCopy" Version="6.2.0" Condition="'$(TargetFramework)'!='net452'" />
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
<ProjectReference Include="..\FNA\FNA.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>
</ItemGroup>

View file

@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
</PropertyGroup>
<PropertyGroup>

View file

@ -139,21 +139,32 @@ namespace MLEM.Ui.Parsers {
/// This method invokes an asynchronouns action, meaning the <see cref="Image"/>'s <see cref="Image.Texture"/> will likely not have loaded in when this method returns.
/// </summary>
/// <param name="path">The absolute, relative or web path to the image.</param>
/// <param name="onImageFetched">An action that is invoked with the loaded image once it is fetched. Note that this action will be invoked asynchronously.</param>
/// <returns>The loaded image.</returns>
/// <exception cref="NullReferenceException">Thrown if <see cref="GraphicsDevice"/> is null, or if there is an <see cref="Exception"/> loading the image and <see cref="ImageExceptionHandler"/> is unset.</exception>
protected Image ParseImage(string path) {
protected Image ParseImage(string path, Action<TextureRegion> onImageFetched = null) {
if (this.GraphicsDevice == null)
throw new NullReferenceException("A UI parser requires a GraphicsDevice for parsing images");
var imageLock = new object();
TextureRegion image = null;
return new Image(Anchor.AutoLeft, new Vector2(1, -1), _ => image) {
return new Image(Anchor.AutoLeft, Vector2.One, _ => {
lock (imageLock)
return image;
}) {
SetHeightBasedOnAspect = true,
OnAddedToUi = e => {
if (image == null)
bool imageNull;
lock (imageLock)
imageNull = image == null;
if (imageNull)
LoadImageAsync();
},
OnRemovedFromUi = e => {
image?.Texture.Dispose();
image = null;
lock (imageLock) {
image?.Texture.Dispose();
image = null;
}
}
};
@ -178,7 +189,12 @@ namespace MLEM.Ui.Parsers {
using (var stream = Path.IsPathRooted(path) ? File.OpenRead(path) : TitleContainer.OpenStream(path))
tex = Texture2D.FromStream(this.GraphicsDevice, stream);
}
image = new TextureRegion(tex);
lock (imageLock) {
if (image == null) {
image = new TextureRegion(tex);
onImageFetched?.Invoke(image);
}
}
} catch (Exception e) {
if (this.ImageExceptionHandler != null) {
this.ImageExceptionHandler.Invoke(path, e);

View file

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

View file

@ -608,9 +608,10 @@ namespace MLEM.Ui {
/// 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>
public void SelectElement(Element element, bool? autoNav = null) {
this.System.Controls.SelectElement(this, element, autoNav);
/// <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>
/// <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>
public void SelectElement(Element element, bool? autoNav = null, UiControls.NavigationType? navType = null) {
this.System.Controls.SelectElement(this, element, autoNav, navType);
}
/// <summary>

View file

@ -1,3 +1,4 @@
using System;
using System.Globalization;
using Microsoft.Xna.Framework;
@ -36,6 +37,27 @@ namespace MLEM.Extensions {
return new Color(color.ToVector4() * other.ToVector4());
}
/// <summary>
/// Returns the hexadecimal representation of this color as a string in the format <c>#AARRGGBB</c>, or optionally <c>AARRGGBB</c>, without the pound symbol.
/// </summary>
/// <param name="color">The color to convert.</param>
/// <param name="hash">Whether a # should prepend the string.</param>
/// <returns>The resulting hex string.</returns>
public static string ToHexStringRgba(this Color color, bool hash = true) {
return $"{(hash ? "#" : string.Empty)}{color.A:X2}{color.R:X2}{color.G:X2}{color.B:X2}";
}
/// <summary>
/// Returns the hexadecimal representation of this color as a string in the format <c>#RRGGBB</c>, or optionally <c>RRGGBB</c>, without the pound symbol.
/// The alpha channel is ignored.
/// </summary>
/// <param name="color">The color to convert.</param>
/// <param name="hash">Whether a # should prepend the string.</param>
/// <returns>The resulting hex string.</returns>
public static string ToHexStringRgb(this Color color, bool hash = true) {
return $"{(hash ? "#" : string.Empty)}{color.R:X2}{color.G:X2}{color.B:X2}";
}
}
/// <summary>
@ -64,16 +86,34 @@ namespace MLEM.Extensions {
}
/// <summary>
/// Parses a hexadecimal string into a color.
/// The string can either be formatted as RRGGBB or AARRGGBB and can optionally start with a <c>#</c>.
/// Parses a hexadecimal string into a color and throws a <see cref="FormatException"/> if parsing fails.
/// The string can either be formatted as <c>RRGGBB</c> or <c>AARRGGBB</c> and can optionally start with a <c>#</c>.
/// </summary>
/// <param name="value">The string to parse.</param>
/// <returns>The resulting color.</returns>
/// <exception cref="FormatException">Thrown if parsing fails.</exception>
public static Color FromHexString(string value) {
if (!ColorHelper.TryFromHexString(value, out var val))
throw new FormatException($"Cannot parse hex string {value}");
return val;
}
/// <summary>
/// Tries to parse a hexadecimal string into a color and returns whether a color was successfully parsed.
/// The string can either be formatted as <c>RRGGBB</c> or <c>AARRGGBB</c> and can optionally start with a <c>#</c>.
/// </summary>
/// <param name="value">The string to parse.</param>
/// <param name="color">The resulting color.</param>
/// <returns>Whether parsing was successful.</returns>
public static bool TryFromHexString(string value, out Color color) {
if (value.StartsWith("#"))
value = value.Substring(1);
var val = int.Parse(value, NumberStyles.HexNumber);
return value.Length > 6 ? ColorHelper.FromHexRgba(val) : ColorHelper.FromHexRgb(val);
if (int.TryParse(value, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out var val)) {
color = value.Length > 6 ? ColorHelper.FromHexRgba(val) : ColorHelper.FromHexRgb(val);
return true;
}
color = default;
return false;
}
}

View file

@ -69,11 +69,22 @@ namespace MLEM.Extensions {
/// </summary>
/// <param name="device">The graphics device</param>
/// <param name="target">The render target to apply</param>
/// <returns></returns>
/// <returns>The render target context, to be used in a <c>using</c> statement</returns>
public static TargetContext WithRenderTarget(this GraphicsDevice device, RenderTarget2D target) {
return new TargetContext(device, target);
}
/// <summary>
/// Starts a new <see cref="TargetContext"/> using the specified render target bindings.
/// The returned context automatically disposes when used in a <c>using</c> statement, which causes any previously applied render targets to be reapplied automatically.
/// </summary>
/// <param name="device">The graphics device</param>
/// <param name="targets">The render targets to apply</param>
/// <returns>The render target context, to be used in a <c>using</c> statement</returns>
public static TargetContext WithRenderTargets(this GraphicsDevice device, params RenderTargetBinding[] targets) {
return new TargetContext(device, targets);
}
/// <summary>
/// Represents a context in which a <see cref="RenderTarget2D"/> is applied.
/// This class should be used with <see cref="GraphicsExtensions.WithRenderTarget"/>.
@ -88,7 +99,20 @@ namespace MLEM.Extensions {
/// </summary>
/// <param name="device">The graphics device to apply the target on</param>
/// <param name="target">The target to apply</param>
public TargetContext(GraphicsDevice device, RenderTarget2D target) {
public TargetContext(GraphicsDevice device, RenderTarget2D target) : this(device) {
device.SetRenderTarget(target);
}
/// <summary>
/// Creates a new target context with the given settings.
/// </summary>
/// <param name="device">The graphics device to apply the target on</param>
/// <param name="targets">The targets to apply</param>
public TargetContext(GraphicsDevice device, RenderTargetBinding[] targets) : this(device) {
device.SetRenderTargets(targets);
}
private TargetContext(GraphicsDevice device) {
this.device = device;
#if FNA
// RenderTargetCount doesn't exist in FNA but we still want the optimization in MG
@ -96,7 +120,6 @@ namespace MLEM.Extensions {
#else
this.lastTargets = device.RenderTargetCount <= 0 ? null : device.GetRenderTargets();
#endif
device.SetRenderTarget(target);
}
/// <summary>

View file

@ -16,8 +16,7 @@ namespace MLEM.Extensions {
/// <typeparam name="T">The entries' type</typeparam>
/// <returns>A random entry</returns>
public static T GetRandomEntry<T>(this Random random, ICollection<T> entries) {
// ElementAt internally optimizes for IList access so we don't have to here
return entries.ElementAt(random.Next(entries.Count));
return RandomExtensions.GetRandomEntry(entries, random.NextSingle());
}
/// <summary>
@ -31,28 +30,12 @@ namespace MLEM.Extensions {
/// <returns>A random entry, based on the entries' weight</returns>
/// <exception cref="IndexOutOfRangeException">If the weight function returns different weights for the same entry</exception>
public static T GetRandomWeightedEntry<T>(this Random random, ICollection<T> entries, Func<T, int> weightFunc) {
var totalWeight = entries.Sum(weightFunc);
var goalWeight = random.Next(totalWeight);
var currWeight = 0;
foreach (var entry in entries) {
currWeight += weightFunc(entry);
if (currWeight > goalWeight)
return entry;
}
throw new IndexOutOfRangeException();
return RandomExtensions.GetRandomWeightedEntry(entries, weightFunc, random.NextSingle());
}
/// <inheritdoc cref="GetRandomWeightedEntry{T}(System.Random,System.Collections.Generic.ICollection{T},System.Func{T,int})"/>
public static T GetRandomWeightedEntry<T>(this Random random, ICollection<T> entries, Func<T, float> weightFunc) {
var totalWeight = entries.Sum(weightFunc);
var goalWeight = random.NextDouble() * totalWeight;
var currWeight = 0F;
foreach (var entry in entries) {
currWeight += weightFunc(entry);
if (currWeight > goalWeight)
return entry;
}
throw new IndexOutOfRangeException();
return RandomExtensions.GetRandomWeightedEntry(entries, weightFunc, random.NextSingle());
}
/// <summary>
@ -87,5 +70,32 @@ namespace MLEM.Extensions {
}
#endif
internal static T GetRandomEntry<T>(ICollection<T> entries, float randomValue) {
// ElementAt internally optimizes for IList access so we don't have to here
return entries.ElementAt((int) (randomValue * entries.Count));
}
internal static T GetRandomWeightedEntry<T>(ICollection<T> entries, Func<T, int> weightFunc, float randomValue) {
var goalWeight = randomValue * entries.Sum(weightFunc);
var currWeight = 0;
foreach (var entry in entries) {
currWeight += weightFunc(entry);
if (currWeight > goalWeight)
return entry;
}
throw new IndexOutOfRangeException();
}
internal static T GetRandomWeightedEntry<T>(ICollection<T> entries, Func<T, float> weightFunc, float randomValue) {
var goalWeight = randomValue * entries.Sum(weightFunc);
var currWeight = 0F;
foreach (var entry in entries) {
currWeight += weightFunc(entry);
if (currWeight > goalWeight)
return entry;
}
throw new IndexOutOfRangeException();
}
}
}

View file

@ -63,6 +63,18 @@ namespace MLEM.Font {
return (curr, 1);
}
/// <summary>
/// Returns an index in this code point source that is as close to <paramref name="index"/> as possible, but not between two members of a surrogate pair. If the <paramref name="index"/> is already not between surrogate pairs, it is returned unchanged.
/// </summary>
/// <param name="index">The index to ensure is not between surrogates.</param>
/// <param name="increase">Whether the returned index should be increased by 1 (instead of decreased by 1) when it is between surrogates.</param>
/// <returns>An index close to <paramref name="index"/>, but not between surrogates.</returns>
public int EnsureSurrogateBoundary(int index, bool increase) {
if (index < this.Length && char.IsLowSurrogate(this[index]))
return increase || index <= 0 ? index + 1 : index - 1;
return index;
}
/// <summary>Returns an enumerator that iterates through the collection.</summary>
/// <returns>A <see cref="T:System.Collections.Generic.IEnumerator`1" /> that can be used to iterate through the collection.</returns>
/// <filterpriority>1</filterpriority>

View file

@ -23,9 +23,9 @@ namespace MLEM.Formatting.Codes {
public readonly Match Match;
/// <summary>
/// The tokens that this formatting code is a part of.
/// Note that this array only has multiple entries if additional tokens have to be started while this code is still applied.
/// Note that this collection only has multiple entries if additional tokens have to be started while this code is still applied.
/// </summary>
public IList<Token> Tokens { get; internal set; }
public readonly List<Token> Tokens = new List<Token>();
/// <summary>
/// Creates a new formatting code based on a formatting code regex and its match.

View file

@ -18,5 +18,11 @@ namespace MLEM.Formatting.Codes {
return this.font?.Invoke(defaultPick);
}
/// <inheritdoc />
public override bool EndsHere(Code other) {
// turning a string bold/italic should only end when that specific code is ended using SimpleEndCode
return false;
}
}
}

View file

@ -102,7 +102,7 @@ namespace MLEM.Formatting {
this.Codes.Add(new Regex("<b>"), (f, m, r) => new FontCode(m, r, fnt => fnt.Bold));
this.Codes.Add(new Regex("<i>"), (f, m, r) => new FontCode(m, r, fnt => fnt.Italic));
this.Codes.Add(new Regex(@"<s(?: #([0-9\w]{6,8}) (([+-.0-9]*)))?>"), (f, m, r) => new ShadowCode(m, r,
m.Groups[1].Success ? ColorHelper.FromHexString(m.Groups[1].Value) : this.DefaultShadowColor,
ColorHelper.TryFromHexString(m.Groups[1].Value, out var color) ? color : this.DefaultShadowColor,
float.TryParse(m.Groups[2].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var offset) ? new Vector2(offset) : this.DefaultShadowOffset));
this.Codes.Add(new Regex("<u>"), (f, m, r) => new UnderlineCode(m, r, this.LineThickness, this.UnderlineOffset));
this.Codes.Add(new Regex("<st>"), (f, m, r) => new UnderlineCode(m, r, this.LineThickness, this.StrikethroughOffset));
@ -111,7 +111,7 @@ namespace MLEM.Formatting {
this.Codes.Add(new Regex(@"<sup(?: ([+-.0-9]+))?>"), (f, m, r) => new SubSupCode(m, r,
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? -off : this.DefaultSupOffset));
this.Codes.Add(new Regex(@"<o(?: #([0-9\w]{6,8}) (([+-.0-9]*)))?>"), (f, m, r) => new OutlineCode(m, r,
m.Groups[1].Success ? ColorHelper.FromHexString(m.Groups[1].Value) : this.DefaultOutlineColor,
ColorHelper.TryFromHexString(m.Groups[1].Value, out var color) ? color : this.DefaultOutlineColor,
float.TryParse(m.Groups[2].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var thickness) ? thickness : this.DefaultOutlineThickness,
this.OutlineDiagonals));
}
@ -124,12 +124,13 @@ namespace MLEM.Formatting {
this.Codes.Add(new Regex($"<c {c.Name}>"), (f, m, r) => new ColorCode(m, r, value));
}
}
this.Codes.Add(new Regex(@"<c #([0-9\w]{6,8})>"), (f, m, r) => new ColorCode(m, r, ColorHelper.FromHexString(m.Groups[1].Value)));
this.Codes.Add(new Regex(@"<c #([0-9\w]{6,8})>"), (f, m, r) => new ColorCode(m, r,
ColorHelper.TryFromHexString(m.Groups[1].Value, out var color) ? color : Color.Red));
}
// animation codes
if (hasAnimations) {
this.Codes.Add(new Regex(@"<a wobbly(?: ([+-.0-9]*) ([+-.0-9]*))?>"), (f, m, r) => new WobblyCode(m, r,
this.Codes.Add(new Regex("<a wobbly(?: ([+-.0-9]*) ([+-.0-9]*))?>"), (f, m, r) => new WobblyCode(m, r,
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var mod) ? mod : this.DefaultWobblyModifier,
float.TryParse(m.Groups[2].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var heightMod) ? heightMod : this.DefaultWobblyHeight));
}
@ -155,11 +156,12 @@ namespace MLEM.Formatting {
// resolve macros
s = this.ResolveMacros(s);
var tokens = new List<Token>();
var codes = new List<Code>();
var applied = new List<Code>();
var allCodes = new List<Code>();
// add the formatting code right at the start of the string
var firstCode = this.GetNextCode(s, 0, 0);
if (firstCode != null)
codes.Add(firstCode);
applied.Add(firstCode);
var index = 0;
var rawIndex = 0;
while (rawIndex < s.Length) {
@ -167,24 +169,25 @@ namespace MLEM.Formatting {
// if we've reached the end of the string
if (next == null) {
var sub = s.Substring(rawIndex, s.Length - rawIndex);
tokens.Add(new Token(codes.ToArray(), index, rawIndex, TextFormatter.StripFormatting(font, sub, codes), sub));
tokens.Add(new Token(applied.ToArray(), index, rawIndex, TextFormatter.StripFormatting(font, sub, applied), sub));
break;
}
allCodes.Add(next);
// create a new token for the content up to the next code
var ret = s.Substring(rawIndex, next.Match.Index - rawIndex);
var strippedRet = TextFormatter.StripFormatting(font, ret, codes);
tokens.Add(new Token(codes.ToArray(), index, rawIndex, strippedRet, ret));
var strippedRet = TextFormatter.StripFormatting(font, ret, applied);
tokens.Add(new Token(applied.ToArray(), index, rawIndex, strippedRet, ret));
// move to the start of the next code
rawIndex = next.Match.Index;
index += strippedRet.Length;
// remove all codes that are incompatible with the next one and apply it
codes.RemoveAll(c => c.EndsHere(next) || next.EndsOther(c));
codes.Add(next);
applied.RemoveAll(c => c.EndsHere(next) || next.EndsOther(c));
applied.Add(next);
}
return new TokenizedString(font, alignment, s, TextFormatter.StripFormatting(font, s, tokens.SelectMany(t => t.AppliedCodes)), tokens.ToArray());
return new TokenizedString(font, alignment, s, TextFormatter.StripFormatting(font, s, allCodes), tokens.ToArray(), allCodes.ToArray());
}
/// <summary>

View file

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
@ -14,6 +15,7 @@ namespace MLEM.Formatting {
/// <summary>
/// The formatting codes that are applied on this token.
/// Codes are stored application order, with the first entry in the array being the code that was most recently applied.
/// </summary>
public readonly Code[] AppliedCodes;
/// <summary>
@ -45,11 +47,14 @@ namespace MLEM.Formatting {
internal float[] InnerOffsets;
internal Token(Code[] appliedCodes, int index, int rawIndex, string substring, string rawSubstring) {
Array.Reverse(appliedCodes);
this.AppliedCodes = appliedCodes;
this.Index = index;
this.RawIndex = rawIndex;
this.Substring = substring;
this.RawSubstring = rawSubstring;
foreach (var code in appliedCodes)
code.Tokens.Add(this);
}
/// <summary>

View file

@ -1,11 +1,9 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
@ -42,17 +40,11 @@ namespace MLEM.Formatting {
private float initialInnerOffset;
private RectangleF area;
internal TokenizedString(GenericFont font, TextAlignment alignment, string rawString, string strg, Token[] tokens) {
internal TokenizedString(GenericFont font, TextAlignment alignment, string rawString, string strg, Token[] tokens, Code[] allCodes) {
this.RawString = rawString;
this.String = strg;
this.Tokens = tokens;
// since a code can be present in multiple tokens, we use Distinct here
this.AllCodes = tokens.SelectMany(t => t.AppliedCodes).Distinct().ToArray();
// TODO this can probably be optimized by keeping track of a code's tokens while tokenizing
foreach (var code in this.AllCodes)
code.Tokens = new ReadOnlyCollection<Token>(this.Tokens.Where(t => t.AppliedCodes.Contains(code)).ToList());
this.AllCodes = allCodes;
this.Realign(font, alignment);
}

View file

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Misc;
using MLEM.Textures;
namespace MLEM.Graphics {
@ -86,92 +87,94 @@ namespace MLEM.Graphics {
/// <param name="layerDepth">The layer depth to draw with.</param>
/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
if (backgroundTexture != null)
batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
var od = layerDepth + overlayDepthOffset;
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
}
/// <summary>
/// This method allows for a single corner of a tiled texture to be drawn in an auto-tiling mode.
/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
///
/// For more information, and to draw all four corners at once, see <see cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
/// </summary>
/// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos">The position to draw at.</param>
/// <param name="overlayTexture">The first overlay region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="overlayColor">The color to draw border and corner textures with.</param>
/// <param name="corner">The corner of the auto-tile to draw. Can be <see cref="Direction2.UpLeft"/>, <see cref="Direction2.UpRight"/>, <see cref="Direction2.DownLeft"/> or <see cref="Direction2.DownRight"/>.</param>
/// <param name="origin">The origin to draw from.</param>
/// <param name="scale">The scale to draw with.</param>
/// <param name="layerDepth">The layer depth to draw with.</param>
public static void DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
if (src != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
if (backgroundTexture != null)
batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (xUl >= 0)
batch.Draw(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xUr >= 0)
batch.Draw(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xDl >= 0)
batch.Draw(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xDr >= 0)
batch.Draw(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
var od = layerDepth + overlayDepthOffset;
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
if (src >= 0)
batch.Draw(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
if (backgroundTexture != null) {
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (r1 != Rectangle.Empty) {
var o1 = batch.Add(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o1);
}
if (r2 != Rectangle.Empty) {
var o2 = batch.Add(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o2);
}
if (r3 != Rectangle.Empty) {
var o3 = batch.Add(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o3);
}
if (r4 != Rectangle.Empty) {
var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var od = layerDepth + overlayDepthOffset;
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
if (src != Rectangle.Empty) {
var o4 = batch.Add(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(o4);
}
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,Func{int,MLEM.Textures.TextureRegion},MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
if (backgroundTexture != null) {
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (xUl >= 0) {
var o1 = batch.Add(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o1);
}
if (xUr >= 0) {
var o2 = batch.Add(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o2);
}
if (xDl >= 0) {
var o3 = batch.Add(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o3);
}
if (xDr >= 0) {
var o4 = batch.Add(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var od = layerDepth + overlayDepthOffset;
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
if (src >= 0) {
var o4 = batch.Add(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(o4);
}
}
@ -194,26 +197,36 @@ namespace MLEM.Graphics {
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
}
private static (int, int, int, int) CalculateExtendedAutoTileOffsets(ConnectsTo connectsTo) {
var up = connectsTo(0, -1);
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
var right = connectsTo(1, 0);
return (
up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4,
up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5,
down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6,
down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7);
private static int CalculateExtendedAutoTileOffset(ConnectsTo connectsTo, Direction2 corner) {
switch (corner) {
case Direction2.UpLeft: {
var up = connectsTo(0, -1);
var left = connectsTo(-1, 0);
return up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4;
}
case Direction2.UpRight: {
var up = connectsTo(0, -1);
var right = connectsTo(1, 0);
return up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5;
}
case Direction2.DownLeft: {
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
return down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6;
}
case Direction2.DownRight: {
var down = connectsTo(0, 1);
var right = connectsTo(1, 0);
return down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7;
}
default:
throw new ArgumentOutOfRangeException(nameof(corner), corner, null);
}
}
private static (Rectangle, Rectangle, Rectangle, Rectangle) CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo) {
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
var (w, h) = (textureRegion.Width, textureRegion.Height);
return (
xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w, h),
xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUr * w, textureRegion.Y, w, h),
xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y, w, h),
xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDr * w, textureRegion.Y, w, h));
private static Rectangle CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo, Direction2 corner) {
var off = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
return off < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + off * textureRegion.Width, textureRegion.Y, textureRegion.Width, textureRegion.Height);
}
/// <summary>

View file

@ -121,11 +121,11 @@ namespace MLEM.Input {
/// <summary>
/// Contains the <see cref="LastTouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
/// </summary>
public IList<TouchLocation> LastViewportTouchState { get; private set; }
public IList<TouchLocation> LastViewportTouchState { get; private set; } = new List<TouchLocation>();
/// <summary>
/// Contains the <see cref="TouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
/// </summary>
public IList<TouchLocation> ViewportTouchState { get; private set; }
public IList<TouchLocation> ViewportTouchState { get; private set; } = new List<TouchLocation>();
/// <summary>
/// Contains the amount of gamepads that are currently connected. Note that this value will be set to 0 if <see cref="HandleGamepads"/> is false.
/// This field is automatically updated in <see cref="Update()"/>.
@ -342,6 +342,7 @@ namespace MLEM.Input {
}
} else {
this.TouchState = new TouchCollection(InputHandler.EmptyTouchLocations);
this.ViewportTouchState = this.TouchState;
this.gestures.Clear();
}

View file

@ -105,7 +105,8 @@ namespace MLEM.Input {
set {
var val = (int) MathHelper.Clamp(value, 0F, this.text.Length);
if (this.caretPos != val) {
this.caretPos = val;
// ensure that we don't move to a location that is between high and low surrogates
this.caretPos = new CodePointSource(this.text).EnsureSurrogateBoundary(val, val > this.caretPos);
this.caretBlinkTimer = 0;
this.SetTextDataDirty(false);
}
@ -203,6 +204,21 @@ namespace MLEM.Input {
}
}
/// <summary>
/// The maximum amount of lines that can be visible in this text input, based on its <see cref="Size"/>, the used <see cref="Font"/> and its <see cref="TextScale"/>.
/// Note that this may return a number higher than 1 even if this is not a <see cref="Multiline"/> text input.
/// </summary>
public int MaxDisplayedLines => (this.Size.Y / (this.Font.LineHeight * this.TextScale)).Floor();
/// <summary>
/// The index of the first line that is currently visible.
/// This value can be changed using <see cref="ShowLine"/>.
/// </summary>
public int FirstVisibleLine { get; private set; }
/// <summary>
/// The total amount of lines of text that this text input currently has, including additional lines added by automatic wrapping.
/// If this is not a <see cref="Multiline"/> text input, this value is always 1.
/// </summary>
public int Lines { get; private set; }
/// <summary>
/// A function that is invoked when a string of text should be copied to the clipboard.
/// MLEM.Ui uses the TextCopy package for this, but other options are available.
/// </summary>
@ -217,10 +233,9 @@ namespace MLEM.Input {
private char? maskingCharacter;
private double caretBlinkTimer;
private string displayedText;
private string[] splitText;
private string visibleText;
private string[] multilineSplitText;
private int textOffset;
private int lineOffset;
private int caretPos;
private int caretLine;
private int caretPosInLine;
@ -301,9 +316,9 @@ namespace MLEM.Input {
this.CaretPos--;
} else if (this.CaretPos < this.text.Length && input.TryConsumePressed(Keys.Right)) {
this.CaretPos++;
} else if (this.Multiline && input.IsPressedAvailable(Keys.Up) && this.MoveCaretToLine(this.CaretLine - 1)) {
} else if (this.Multiline && input.IsPressedAvailable(Keys.Up) && (input.IsModifierKeyDown(ModifierKey.Control) ? this.ShowLine(this.FirstVisibleLine - 1) : this.MoveCaretToLine(this.CaretLine - 1))) {
input.TryConsumePressed(Keys.Up);
} else if (this.Multiline && input.IsPressedAvailable(Keys.Down) && this.MoveCaretToLine(this.CaretLine + 1)) {
} else if (this.Multiline && input.IsPressedAvailable(Keys.Down) && (input.IsModifierKeyDown(ModifierKey.Control) ? this.ShowLine(this.FirstVisibleLine + 1) : this.MoveCaretToLine(this.CaretLine + 1))) {
input.TryConsumePressed(Keys.Down);
} else if (this.CaretPos != 0 && input.TryConsumePressed(Keys.Home)) {
this.CaretPos = 0;
@ -339,12 +354,12 @@ namespace MLEM.Input {
this.UpdateTextDataIfDirty();
var scale = this.TextScale * drawScale;
this.Font.DrawString(batch, this.displayedText, textPos, textColor, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
this.Font.DrawString(batch, this.visibleText, textPos, textColor, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
if (caretWidth > 0 && this.caretBlinkTimer < 0.5F) {
var caretDrawPos = textPos + new Vector2(this.caretDrawOffset * scale, 0);
if (this.Multiline)
caretDrawPos.Y += this.Font.LineHeight * (this.CaretLine - this.lineOffset) * scale;
caretDrawPos.Y += this.Font.LineHeight * (this.CaretLine - this.FirstVisibleLine) * scale;
batch.Draw(batch.GetBlankTexture(), new RectangleF(caretDrawPos, new Vector2(caretWidth * drawScale, this.Font.LineHeight * scale)), null, textColor);
}
}
@ -360,7 +375,7 @@ namespace MLEM.Input {
if (!this.FilterText(ref strg, removeMismatching))
return;
if (this.MaximumCharacters != null && strg.Length > this.MaximumCharacters)
strg = strg.Substring(0, this.MaximumCharacters.Value);
strg = strg.Substring(0, new CodePointSource(strg).EnsureSurrogateBoundary(this.MaximumCharacters.Value, false));
this.text.Clear();
this.text.Append(strg);
this.CaretPos = this.text.Length;
@ -378,7 +393,7 @@ namespace MLEM.Input {
if (!this.FilterText(ref strg, removeMismatching))
return false;
if (this.MaximumCharacters != null && this.text.Length + strg.Length > this.MaximumCharacters)
strg = strg.Substring(0, this.MaximumCharacters.Value - this.text.Length);
strg = strg.Substring(0, new CodePointSource(strg).EnsureSurrogateBoundary(this.MaximumCharacters.Value - this.text.Length, false));
this.text.Insert(this.CaretPos, strg);
this.CaretPos += strg.Length;
this.SetTextDataDirty();
@ -393,7 +408,8 @@ namespace MLEM.Input {
public bool RemoveText(int index, int length) {
if (index < 0 || index >= this.text.Length)
return false;
this.text.Remove(index, length);
var source = new CodePointSource(this.text);
this.text.Remove(source.EnsureSurrogateBoundary(index, false), source.EnsureSurrogateBoundary(index + length, true) - index);
// ensure that caret pos is still in bounds
this.CaretPos = this.CaretPos;
this.SetTextDataDirty();
@ -417,7 +433,7 @@ namespace MLEM.Input {
this.CaretPos = destStart + destAccum.Length;
return true;
}
destAccum += this.text[destStart + destAccum.Length];
destAccum += CodePointSource.ToString(new CodePointSource(this.text).GetCodePoint(destStart + destAccum.Length).CodePoint);
}
// if we don't find a proper position, just move to the end of the destination line
this.CaretPos = destEnd;
@ -426,6 +442,26 @@ namespace MLEM.Input {
return false;
}
/// <summary>
/// Moves visual focus into such bounds that the given line will be the first visible line of this text input.
/// </summary>
/// <param name="line">The first line that should be visible.</param>
/// <returns>Whether the line can be the fist visible line, and wasn't already the first visible line.</returns>
public bool ShowLine(int line) {
if (this.FirstVisibleLine != line && line >= 0 && line < this.Lines - (this.MaxDisplayedLines - 1)) {
this.FirstVisibleLine = line;
// move the caret into visible bounds if necessary
var clampedCaretLine = (int) MathHelper.Clamp(this.CaretLine, line, line + this.MaxDisplayedLines - 1F);
if (clampedCaretLine != this.CaretLine)
this.MoveCaretToLine(clampedCaretLine);
this.SetTextDataDirty(false);
return true;
}
return false;
}
private bool FilterText(ref string text, bool removeMismatching) {
var result = new StringBuilder();
foreach (var codePoint in new CodePointSource(text)) {
@ -458,49 +494,50 @@ namespace MLEM.Input {
if (this.Multiline) {
// soft wrap if we're multiline
this.splitText = this.Font.SplitStringSeparate(visualText, this.Size.X, this.TextScale).ToArray();
this.displayedText = string.Join("\n", this.splitText);
this.multilineSplitText = this.Font.SplitStringSeparate(visualText, this.Size.X, this.TextScale).ToArray();
this.visibleText = string.Join("\n", this.multilineSplitText);
this.Lines = this.visibleText.Count(c => c == '\n') + 1;
this.UpdateCaretData();
if (this.Font.MeasureString(this.displayedText).Y * this.TextScale > this.Size.Y) {
var maxLines = (this.Size.Y / (this.Font.LineHeight * this.TextScale)).Floor();
if (this.lineOffset > this.CaretLine) {
if (this.Font.MeasureString(this.visibleText).Y * this.TextScale > this.Size.Y) {
if (this.FirstVisibleLine > this.CaretLine) {
// if we're moving up
this.lineOffset = this.CaretLine;
} else if (this.CaretLine >= maxLines) {
this.FirstVisibleLine = this.CaretLine;
} else if (this.CaretLine >= this.MaxDisplayedLines) {
// if we're moving down
var limit = this.CaretLine - (maxLines - 1);
if (limit > this.lineOffset)
this.lineOffset = limit;
var limit = this.CaretLine - (this.MaxDisplayedLines - 1);
if (limit > this.FirstVisibleLine)
this.FirstVisibleLine = limit;
}
// calculate resulting string
var ret = new StringBuilder();
var lines = 0;
var originalIndex = 0;
for (var i = 0; i < this.displayedText.Length; i++) {
if (lines >= this.lineOffset) {
for (var i = 0; i < this.visibleText.Length; i++) {
if (lines >= this.FirstVisibleLine) {
if (ret.Length <= 0)
this.textOffset = originalIndex;
ret.Append(this.displayedText[i]);
ret.Append(this.visibleText[i]);
}
if (this.displayedText[i] == '\n') {
if (this.visibleText[i] == '\n') {
lines++;
if (visualText[originalIndex] == '\n')
originalIndex++;
} else {
originalIndex++;
}
if (lines - this.lineOffset >= maxLines)
if (lines - this.FirstVisibleLine >= this.MaxDisplayedLines)
break;
}
this.displayedText = ret.ToString();
this.visibleText = ret.ToString();
} else {
this.lineOffset = 0;
this.FirstVisibleLine = 0;
this.textOffset = 0;
}
} else {
this.splitText = null;
this.lineOffset = 0;
this.multilineSplitText = null;
this.FirstVisibleLine = 0;
this.Lines = 1;
// not multiline, so scroll horizontally based on caret position
if (this.Font.MeasureString(visualText).X * this.TextScale > this.Size.X) {
if (this.textOffset > this.CaretPos) {
@ -514,9 +551,9 @@ namespace MLEM.Input {
this.textOffset = bound;
}
var visible = visualText.ToString(this.textOffset, visualText.Length - this.textOffset);
this.displayedText = this.Font.TruncateString(visible, this.Size.X, this.TextScale);
this.visibleText = this.Font.TruncateString(visible, this.Size.X, this.TextScale);
} else {
this.displayedText = visualText.ToString();
this.visibleText = visualText.ToString();
this.textOffset = 0;
}
this.UpdateCaretData();
@ -524,9 +561,9 @@ namespace MLEM.Input {
}
private void UpdateCaretData() {
if (this.splitText != null) {
if (this.multilineSplitText != null) {
// the code below will never execute if our text is empty, so reset our caret position fully
if (this.splitText.Length <= 0) {
if (this.multilineSplitText.Length <= 0) {
this.caretLine = 0;
this.caretPosInLine = 0;
this.caretDrawOffset = 0;
@ -535,9 +572,9 @@ namespace MLEM.Input {
var line = 0;
var index = 0;
for (var d = 0; d < this.splitText.Length; d++) {
for (var d = 0; d < this.multilineSplitText.Length; d++) {
var startOfLine = 0;
var split = this.splitText[d];
var split = this.multilineSplitText[d];
for (var i = 0; i <= split.Length; i++) {
if (index == this.CaretPos) {
this.caretLine = line;
@ -557,20 +594,20 @@ namespace MLEM.Input {
// max width splits
line++;
}
} else if (this.displayedText != null) {
} else if (this.visibleText != null) {
this.caretLine = 0;
this.caretPosInLine = this.CaretPos;
this.caretDrawOffset = this.Font.MeasureString(this.displayedText.Substring(0, this.CaretPos - this.textOffset)).X;
this.caretDrawOffset = this.Font.MeasureString(this.visibleText.Substring(0, this.CaretPos - this.textOffset)).X;
}
}
private (int, int) GetLineBounds(int boundLine) {
if (this.splitText != null) {
if (this.multilineSplitText != null) {
var line = 0;
var index = 0;
var startOfLineIndex = 0;
for (var d = 0; d < this.splitText.Length; d++) {
var split = this.splitText[d];
for (var d = 0; d < this.multilineSplitText.Length; d++) {
var split = this.multilineSplitText[d];
for (var i = 0; i < split.Length; i++) {
index++;
if (split[i] == '\n') {

View file

@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
<RootNamespace>MLEM</RootNamespace>
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
</PropertyGroup>
@ -21,7 +21,7 @@
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\FNA\FNA.csproj">
<ProjectReference Include="..\ThirdParty\FNA\FNA.csproj">
<PrivateAssets>all</PrivateAssets>
</ProjectReference>

View file

@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net452;netstandard2.0;net7.0</TargetFrameworks>
<TargetFrameworks>net452;netstandard2.0;net8.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
<IsTrimmable>true</IsTrimmable>
<IsAotCompatible Condition="'$(TargetFramework)'=='net8.0'">true</IsAotCompatible>
</PropertyGroup>
<PropertyGroup>

View file

@ -1,4 +1,5 @@
using System;
using Microsoft.Xna.Framework;
namespace MLEM.Misc {
/// <summary>
@ -8,6 +9,21 @@ namespace MLEM.Misc {
/// </summary>
public static class Easings {
/// <summary>
/// An easing function that constantly returns 0, regardless of the input percentage.
/// This is useful for chaining using <see cref="AndThen(MLEM.Misc.Easings.Easing,MLEM.Misc.Easings.Easing)"/>.
/// </summary>
public static readonly Easing Zero = p => 0;
/// <summary>
/// An easing function that constantly returns 1, regardless of the input percentage.
/// This is useful for chaining using <see cref="AndThen(MLEM.Misc.Easings.Easing,MLEM.Misc.Easings.Easing)"/>.
/// </summary>
public static readonly Easing One = p => 1;
/// <summary>
/// A linear easing function that returns the input percentage without modifying it.
/// </summary>
public static readonly Easing Linear = p => p;
/// <summary>https://easings.net/#easeInSine</summary>
public static readonly Easing InSine = p => 1 - (float) Math.Cos(p * Math.PI / 2);
/// <summary>https://easings.net/#easeOutSine</summary>
@ -170,6 +186,17 @@ namespace MLEM.Misc {
};
}
/// <summary>
/// Causes output from the easing function to be clamped between the <paramref name="min"/> and <paramref name="max"/> values passed.
/// </summary>
/// <param name="easing">The easing function to clamp.</param>
/// <param name="min">The minimum output value to clamp to, defaults to 0.</param>
/// <param name="max">The maximum output value to clamp to, defaults to 1.</param>
/// <returns>A clamped easing function.</returns>
public static Easing Clamp(this Easing easing, float min = 0, float max = 1) {
return p => MathHelper.Clamp(easing(p), min, max);
}
/// <summary>
/// A delegate method used by <see cref="Easings"/>.
/// </summary>

View file

@ -1,4 +1,8 @@
namespace MLEM.Misc {
using System;
using System.Collections.Generic;
using MLEM.Extensions;
namespace MLEM.Misc {
/// <summary>
/// The SingleRandom class allows generating single, one-off pseudorandom numbers based on a seed or a <see cref="SeedSource"/>.
/// The types of numbers that can be generated are <see cref="int"/> and <see cref="float"/>, both of which can be generated with specific minimum and maximum values if desired.
@ -138,5 +142,35 @@
return (maxValue - minValue) * SingleRandom.Single(source) + minValue;
}
/// <summary>
/// Gets a random entry from the given collection with uniform chance.
/// </summary>
/// <param name="entries">The entries to choose from</param>
/// <param name="source">The <see cref="SeedSource"/> to use.</param>
/// <typeparam name="T">The entries' type</typeparam>
/// <returns>A random entry</returns>
public static T GetRandomEntry<T>(ICollection<T> entries, SeedSource source) {
return RandomExtensions.GetRandomEntry(entries, SingleRandom.Single(source));
}
/// <summary>
/// Returns a random entry from the given collection based on the specified weight function.
/// A higher weight for an entry increases its likeliness of being picked.
/// </summary>
/// <param name="entries">The entries to choose from</param>
/// <param name="weightFunc">A function that applies weight to each entry</param>
/// <param name="source">The <see cref="SeedSource"/> to use.</param>
/// <typeparam name="T">The entries' type</typeparam>
/// <returns>A random entry, based on the entries' weight</returns>
/// <exception cref="IndexOutOfRangeException">If the weight function returns different weights for the same entry</exception>
public static T GetRandomWeightedEntry<T>(ICollection<T> entries, Func<T, int> weightFunc, SeedSource source) {
return RandomExtensions.GetRandomWeightedEntry(entries, weightFunc, SingleRandom.Single(source));
}
/// <inheritdoc cref="GetRandomWeightedEntry{T}(System.Collections.Generic.ICollection{T},System.Func{T,int},MLEM.Misc.SeedSource)"/>
public static T GetRandomWeightedEntry<T>(ICollection<T> entries, Func<T, float> weightFunc, SeedSource source) {
return RandomExtensions.GetRandomWeightedEntry(entries, weightFunc, SingleRandom.Single(source));
}
}
}

View file

@ -158,11 +158,13 @@ namespace MLEM.Textures {
case NinePatchMode.Tile:
var width = src.Width * patchScale;
var height = src.Height * patchScale;
for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) {
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
var srcSize = (size / patchScale).CeilCopy().ToPoint();
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
if (width > 0 && height > 0) {
for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) {
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
var srcSize = (size / patchScale).CeilCopy().ToPoint();
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
}
}
}
break;

View file

@ -1,5 +0,0 @@
<configuration>
<config>
<add key="globalPackagesFolder" value="./packages" />
</config>
</configuration>

View file

@ -11,6 +11,7 @@ MLEM is platform-agnostic and multi-targets .NET Standard 2.0, .NET 6.0 and .NET
- See tutorials and API documentation on [the website](https://mlem.ellpeck.de/)
- Check out [the demos](https://github.com/Ellpeck/MLEM/tree/main/Demos) on [Desktop](https://github.com/Ellpeck/MLEM/tree/main/Demos.DesktopGL) or [Android](https://github.com/Ellpeck/MLEM/tree/main/Demos.Android)
- See [the changelog](https://github.com/Ellpeck/MLEM/blob/main/CHANGELOG.md) for information on updates
- Join [the Discord server](https://link.ellpeck.de/discordweb) to ask questions
# Packages
- **MLEM** is the base package, which provides various small addons and abstractions for MonoGame and FNA, including a text formatting system and simple input handling

View file

@ -10,8 +10,6 @@
#-------------------------------- References --------------------------------#
/reference:..\..\packages\monogame.extended.content.pipeline\3.8.0\tools\MonoGame.Extended.Content.Pipeline.dll
#---------------------------------- Content ---------------------------------#
#begin Fonts/Cadman_Roman.otf
@ -20,11 +18,6 @@
#begin Fonts/Symbola-Emoji.ttf
/copy:Fonts/Symbola-Emoji.ttf
#begin Fonts/Regular.fnt
/importer:BitmapFontImporter
/processor:BitmapFontProcessor
/build:Fonts/Regular.fnt
#begin Fonts/RegularTexture.png
/importer:TextureImporter
/processor:TextureProcessor
@ -64,5 +57,3 @@
#begin Textures/Test.png
/copy:Textures/Test.png

View file

@ -1,330 +0,0 @@
<?xml version="1.0"?>
<font>
<info face="BitPotionExt" size="-16" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="0" aa="1" padding="0,0,0,0" spacing="1,1" outline="0"/>
<common lineHeight="14" base="11" scaleW="128" scaleH="128" pages="1" packed="0" alphaChnl="0" redChnl="4" greenChnl="4" blueChnl="4"/>
<pages>
<page id="0" file="RegularTexture.png" />
</pages>
<chars count="320">
<char id="32" x="41" y="106" width="3" height="1" xoffset="-1" yoffset="13" xadvance="5" page="0" chnl="15" />
<char id="33" x="10" y="95" width="1" height="7" xoffset="0" yoffset="4" xadvance="2" page="0" chnl="15" />
<char id="34" x="124" y="98" width="3" height="2" xoffset="0" yoffset="4" xadvance="4" page="0" chnl="15" />
<char id="35" x="12" y="95" width="7" height="6" xoffset="0" yoffset="5" xadvance="8" page="0" chnl="15" />
<char id="36" x="35" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="37" x="45" y="93" width="4" height="6" xoffset="0" yoffset="5" xadvance="5" page="0" chnl="15" />
<char id="38" x="121" y="51" width="6" height="7" xoffset="0" yoffset="4" xadvance="7" page="0" chnl="15" />
<char id="39" x="13" y="109" width="1" height="2" xoffset="0" yoffset="4" xadvance="2" page="0" chnl="15" />
<char id="40" x="125" y="83" width="2" height="7" xoffset="0" yoffset="4" xadvance="3" page="0" chnl="15" />
<char id="41" x="125" y="75" width="2" height="7" xoffset="0" yoffset="4" xadvance="3" page="0" chnl="15" />
<char id="42" x="39" y="93" width="5" height="6" xoffset="0" yoffset="4" xadvance="6" page="0" chnl="15" />
<char id="43" x="92" y="92" width="5" height="5" xoffset="0" yoffset="6" xadvance="6" page="0" chnl="15" />
<char id="44" x="109" y="98" width="2" height="3" xoffset="0" yoffset="10" xadvance="3" page="0" chnl="15" />
<char id="45" x="27" y="106" width="4" height="1" xoffset="0" yoffset="8" xadvance="5" page="0" chnl="15" />
<char id="46" x="49" y="106" width="1" height="1" xoffset="0" yoffset="10" xadvance="2" page="0" chnl="15" />
<char id="47" x="97" y="60" width="5" height="7" xoffset="0" yoffset="4" xadvance="6" page="0" chnl="15" />
<char id="48" x="40" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="49" x="109" y="84" width="3" height="7" xoffset="0" yoffset="4" xadvance="4" page="0" chnl="15" />
<char id="50" x="45" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="51" x="50" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="52" x="55" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="53" x="65" y="85" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="54" x="70" y="84" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="55" x="80" y="84" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="56" x="33" y="69" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="57" x="43" y="69" width="4" height="7" xoffset="0" yoffset="4" xadvance="5" page="0" chnl="15" />
<char id="58" x="81" y="98" width="1" height="5" xoffset="0" yoffset="6" xadvance="2" page="0" chnl="15" />
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@ -1,123 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.3.1" name="TownTiles" tilewidth="16" tileheight="16" tilecount="512" columns="32">
<image source="Tiles.png" width="512" height="256" />
<tile id="3">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="4">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="5">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="7">
<objectgroup draworder="index" id="5">
<object id="4" x="8" y="3" width="5" height="10" />
</objectgroup>
</tile>
<tile id="8">
<objectgroup draworder="index" id="2">
<object id="1" x="3" y="2" width="10" height="5" />
</objectgroup>
</tile>
<tile id="15">
<animation>
<frame tileid="15" duration="1000" />
<frame tileid="47" duration="1000" />
</animation>
</tile>
<tile id="33">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="34">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="35">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="36">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="37">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="65">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="66">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="67">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="68">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="69">
<properties>
<property name="Walkability" type="int" value="30" />
</properties>
</tile>
<tile id="72">
<objectgroup draworder="index" id="2">
<object id="1" x="12" y="0" width="4" height="4" />
</objectgroup>
</tile>
<tile id="132">
<properties>
<property name="Walkability" type="int" value="60" />
</properties>
</tile>
<tile id="172">
<properties>
<property name="LightColor" type="color" value="#ffaa6300" />
<property name="LightRadius" type="float" value="5.5" />
<property name="LightType" value="Lamp" />
</properties>
</tile>
<tile id="289">
<properties>
<property name="LightColor" type="color" value="#ff676e73" />
<property name="LightRadius" type="float" value="1.5" />
<property name="LightType" value="Window" />
</properties>
</tile>
<tile id="353">
<properties>
<property name="LightColor" type="color" value="#ff676e73" />
<property name="LightRadius" type="float" value="2.5" />
<property name="LightType" value="Window" />
</properties>
</tile>
<tile id="385">
<properties>
<property name="LightColor" type="color" value="#ff676e73" />
<property name="LightRadius" type="float" value="2.5" />
<property name="LightType" value="Window" />
</properties>
</tile>
</tileset>

View file

@ -2,7 +2,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<IsPackable>false</IsPackable>
</PropertyGroup>
@ -19,16 +19,11 @@
<PackageReference Include="MonoGame.Extended.Content.Pipeline" Version="3.8.0" />
<PackageReference Include="MonoGame.Extended.Tiled" Version="3.8.0" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
<PackageReference Include="FontStashSharp.MonoGame" Version="1.2.8" />
<PackageReference Include="FontStashSharp.MonoGame" Version="1.3.3" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
</ItemGroup>
<ItemGroup>
<Content Include="Content\Fonts\Symbola-Emoji.ttf" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />
</Target>
</Project>

View file

@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<VSTestLogger>nunit</VSTestLogger>
<VSTestResultsDirectory>TestResults.FNA</VSTestResultsDirectory>
<RunSettingsFilePath>Tests.FNA.runsettings</RunSettingsFilePath>
@ -18,24 +18,21 @@
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\FNA\FNA.Core.csproj" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
<ProjectReference Include="..\ThirdParty\FNA\FNA.Core.csproj" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
<PackageReference Include="coverlet.collector" Version="3.2.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.4.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.3.1" />
<PackageReference Include="NunitXml.TestLogger" Version="3.0.127" />
<PackageReference Include="coverlet.collector" Version="6.0.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NunitXml.TestLogger" Version="3.1.15" />
</ItemGroup>
<ItemGroup>
<Content Include="Content/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="../FnaNative/**">
<Content Include="../ThirdParty/Native/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<Link>%(Filename)%(Extension)</Link>
</Content>

View file

@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<VSTestLogger>nunit</VSTestLogger>
<VSTestResultsDirectory>TestResults</VSTestResultsDirectory>
<RunSettingsFilePath>Tests.runsettings</RunSettingsFilePath>
@ -20,14 +20,11 @@
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
<PackageReference Include="MonoGame.Extended" Version="3.8.0" />
<PackageReference Include="coverlet.collector" Version="3.2.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.5.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.4.2" />
<PackageReference Include="NunitXml.TestLogger" Version="3.0.131" />
<PackageReference Include="coverlet.collector" Version="6.0.0" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="NUnit" Version="3.14.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NunitXml.TestLogger" Version="3.1.15" />
</ItemGroup>
<ItemGroup>

1
ThirdParty/FNA vendored Submodule

@ -0,0 +1 @@
Subproject commit 354e2161b759fa052b25e94209d6ea463aaf098f

1
ThirdParty/FontStashSharp vendored Submodule

@ -0,0 +1 @@
Subproject commit 2d40e9f0f681595dbd4341a3e5a64ed6e31f9556

BIN
ThirdParty/Native/FAudio.dll vendored Normal file

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ThirdParty/Native/FNA3D.dll vendored Normal file

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ThirdParty/Native/libFAudio.0.dylib vendored Normal file

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ThirdParty/Native/libFAudio.so.0 vendored Normal file

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ThirdParty/Native/libFNA3D.0.dylib vendored Normal file

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ThirdParty/Native/libFNA3D.so.0 vendored Normal file

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ThirdParty/Native/libSDL2-2.0.0.dylib vendored Normal file

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@ -2,7 +2,7 @@
#tool dotnet:?package=docfx&version=2.70.3
// this is the upcoming version, for prereleases
var version = Argument("version", "6.2.0");
var version = Argument("version", "6.3.0");
var target = Argument("target", "Default");
var branch = Argument("branch", "main");
var config = Argument("configuration", "Release");
@ -14,8 +14,8 @@ Task("Prepare").Does(() => {
DotNetRestore("MLEM.FNA.sln");
if (branch != "release") {
var buildNum = EnvironmentVariable("CI_PIPELINE_NUMBER");
if (buildNum != null)
var buildNum = EnvironmentVariable("GITHUB_RUN_NUMBER");
if (!string.IsNullOrEmpty(buildNum))
version += "-ci." + buildNum;
}
@ -25,7 +25,9 @@ Task("Prepare").Does(() => {
Task("Build").IsDependentOn("Prepare").Does(() =>{
var settings = new DotNetBuildSettings {
Configuration = config,
ArgumentCustomization = args => args.Append($"/p:Version={version}")
ArgumentCustomization = args => args.Append($"/p:Version={version}"),
// .net 8 has an issue that causes simultaneous tool restores during build to fail
MSBuildSettings = new DotNetMSBuildSettings { MaxCpuCount = 1 }
};
DotNetBuild("MLEM.sln", settings);
DotNetBuild("MLEM.FNA.sln", settings);
@ -34,7 +36,8 @@ Task("Build").IsDependentOn("Prepare").Does(() =>{
Task("Test").IsDependentOn("Build").Does(() => {
var settings = new DotNetTestSettings {
Configuration = config,
Collectors = {"XPlat Code Coverage"}
Collectors = {"XPlat Code Coverage"},
Loggers = {"console;verbosity=normal"}
};
DotNetTest("MLEM.sln", settings);
DotNetTest("MLEM.FNA.sln", settings);
@ -49,7 +52,7 @@ Task("Pack").IsDependentOn("Test").Does(() => {
DotNetPack("MLEM.FNA.sln", settings);
});
Task("Push").WithCriteria(branch == "main" || branch == "release").IsDependentOn("Pack").Does(() => {
Task("Push").WithCriteria(branch == "main" || branch == "release", "Not on main or release branch").IsDependentOn("Pack").Does(() => {
DotNetNuGetPushSettings settings;
if (branch == "release") {
settings = new DotNetNuGetPushSettings {