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Added a SquishingGroup element to MLEM.Ui
This commit is contained in:
parent
28a928ec2c
commit
103d7c7503
5 changed files with 146 additions and 22 deletions
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@ -37,6 +37,7 @@ Additions
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- Allow specifying a maximum amount of characters for a TextField
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- Added a multiline editing mode to TextField
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- Added a formatting code to allow for inline font changes
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- Added a SquishingGroup element
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Improvements
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- **Made Image ScaleToImage take ui scale into account**
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@ -176,7 +176,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <summary>
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/// The priority of this element as part of its <see cref="Parent"/> element.
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/// A higher priority means the element will be drawn first and, if auto-anchoring is used, anchored higher up within its parent.
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/// A higher priority means the element will be drawn first, but not anchored higher up if auto-anchoring is used.
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/// </summary>
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public int Priority {
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get => this.priority;
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@ -256,6 +256,10 @@ namespace MLEM.Ui.Elements {
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/// Stores whether this element is its <see cref="Root"/>'s <see cref="RootElement.SelectedElement"/>.
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/// </summary>
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public bool IsSelected { get; protected set; }
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/// <summary>
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/// Returns whether this element's <see cref="SetAreaDirty"/> method has been recently called and its area has not been updated since then using <see cref="UpdateAreaIfDirty"/> or <see cref="ForceUpdateArea"/>.
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/// </summary>
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public bool AreaDirty { get; private set; }
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/// <summary>
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/// A style property that contains the selection indicator that is displayed on this element if it is the <see cref="RootElement.SelectedElement"/>
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@ -398,7 +402,6 @@ namespace MLEM.Ui.Elements {
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private Vector2 size;
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private Vector2 offset;
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private RectangleF area;
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private bool areaDirty;
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private bool isHidden;
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private int priority;
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private UiStyle style;
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@ -515,17 +518,16 @@ namespace MLEM.Ui.Elements {
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/// If this element is auto-anchored or its parent automatically changes its size based on its children, this element's parent's area is also marked dirty.
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/// </summary>
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public void SetAreaDirty() {
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this.areaDirty = true;
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if (this.Parent != null && (this.Anchor >= Anchor.AutoLeft || this.Parent.SetWidthBasedOnChildren || this.Parent.SetHeightBasedOnChildren))
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this.Parent.SetAreaDirty();
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this.AreaDirty = true;
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this.Parent?.OnChildAreaDirty(this);
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}
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/// <summary>
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/// Updates this element's <see cref="Area"/> and all of its <see cref="Children"/> by calling <see cref="ForceUpdateArea"/> if <see cref="areaDirty"/> is true.
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/// Updates this element's <see cref="Area"/> and all of its <see cref="Children"/> by calling <see cref="ForceUpdateArea"/> if <see cref="AreaDirty"/> is true.
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/// </summary>
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/// <returns>Whether <see cref="areaDirty"/> was true and <see cref="ForceUpdateArea"/> was called</returns>
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/// <returns>Whether <see cref="AreaDirty"/> was true and <see cref="ForceUpdateArea"/> was called</returns>
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public bool UpdateAreaIfDirty() {
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if (this.areaDirty) {
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if (this.AreaDirty) {
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this.ForceUpdateArea();
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return true;
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}
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@ -537,7 +539,7 @@ namespace MLEM.Ui.Elements {
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/// This method also updates all of this element's <see cref="Children"/>'s areas.
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/// </summary>
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public virtual void ForceUpdateArea() {
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this.areaDirty = false;
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this.AreaDirty = false;
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if (this.IsHidden)
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return;
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// if the parent's area is dirty, it would get updated anyway when querying its ChildPaddedArea,
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@ -644,11 +646,7 @@ namespace MLEM.Ui.Elements {
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newSize.Y = parentArea.Bottom - pos.Y;
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}
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this.area = new RectangleF(pos, newSize);
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this.System.InvokeOnElementAreaUpdated(this);
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foreach (var child in this.Children)
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child.ForceUpdateArea();
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this.SetAreaDirectlyAndUpdateChildren(new RectangleF(pos, newSize));
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if (this.SetWidthBasedOnChildren || this.SetHeightBasedOnChildren) {
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Element foundChild = null;
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@ -697,6 +695,19 @@ namespace MLEM.Ui.Elements {
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}
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}
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/// <summary>
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/// Sets this element's <see cref="Area"/> to the given <see cref="RectangleF"/> and invokes the <see cref="UiSystem.OnElementAreaUpdated"/> event.
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/// This method also updates all of this element's <see cref="Children"/>'s areas.
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/// Note that this method does not take into account any auto-sizing, anchoring or positioning, and so it should be used sparingly, if at all.
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/// </summary>
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/// <seealso cref="ForceUpdateArea"/>
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public void SetAreaDirectlyAndUpdateChildren(RectangleF area) {
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this.area = area;
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this.System.InvokeOnElementAreaUpdated(this);
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foreach (var child in this.Children)
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child.ForceUpdateArea();
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}
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/// <summary>
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/// Calculates the actual size that this element should take up, based on the area that its parent encompasses.
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/// By default, this is based on the information specified in <see cref="Size"/>'s documentation.
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@ -1024,6 +1035,16 @@ namespace MLEM.Ui.Elements {
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this.SecondActionSound.SetFromStyle(style.ActionSound);
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}
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/// <summary>
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/// A method that gets called by this element's <see cref="Children"/> when their <see cref="SetAreaDirty"/> methods get called.
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/// Note that the element's area might already be dirty, which will not stop this method from being called.
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/// </summary>
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/// <param name="child">The child whose area is being set dirty</param>
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protected virtual void OnChildAreaDirty(Element child) {
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if (child.Anchor >= Anchor.AutoLeft || this.SetWidthBasedOnChildren || this.SetHeightBasedOnChildren)
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this.SetAreaDirty();
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}
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/// <summary>
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/// Transforms the given <paramref name="position"/> by the inverse of this element's <see cref="Transform"/> matrix.
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/// </summary>
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77
MLEM.Ui/Elements/SquishingGroup.cs
Normal file
77
MLEM.Ui/Elements/SquishingGroup.cs
Normal file
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@ -0,0 +1,77 @@
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using System;
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using Microsoft.Xna.Framework;
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using MLEM.Extensions;
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using MLEM.Misc;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A squishing group is a <see cref="Group"/> whose <see cref="Element.Children"/> automatically get resized so that they do not overlap each other.
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/// The order in which elements are squished depends on their <see cref="Element.Priority"/>, where elements with a lower priority will move out of the way of elements with a higher priority.
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/// If all elements have the same priority, their addition order (their order in <see cref="Element.Children"/>) determines squish order.
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/// </summary>
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public class SquishingGroup : Group {
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/// <summary>
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/// Creates a new squishing group with the given settings.
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/// </summary>
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/// <param name="anchor">The group's anchor.</param>
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/// <param name="size">The group's size.</param>
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public SquishingGroup(Anchor anchor, Vector2 size) : base(anchor, size, false) {
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}
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/// <inheritdoc />
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public override void ForceUpdateArea() {
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base.ForceUpdateArea();
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// we squish children in order of priority, since auto-anchoring is based on addition order
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for (var i = 0; i < this.SortedChildren.Count; i++) {
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var child = this.SortedChildren[i];
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if (SquishChild(child, out var squished))
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child.SetAreaDirectlyAndUpdateChildren(squished);
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}
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}
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/// <inheritdoc />
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protected override void OnChildAreaDirty(Element child) {
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base.OnChildAreaDirty(child);
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this.SetAreaDirty();
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}
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private static bool SquishChild(Element element, out RectangleF squishedArea) {
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squishedArea = default;
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if (element.IsHidden)
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return false;
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var pos = element.Area.Location;
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var size = element.Area.Size;
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foreach (var sibling in element.GetSiblings(e => !e.IsHidden)) {
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var siblingArea = sibling.Area;
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var leftIntersect = siblingArea.Right - pos.X;
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var rightIntersect = pos.X + size.X - siblingArea.Left;
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var bottomIntersect = siblingArea.Bottom - pos.Y;
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var topIntersect = pos.Y + size.Y - siblingArea.Top;
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if (leftIntersect > 0 && rightIntersect > 0 && bottomIntersect > 0 && topIntersect > 0) {
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if (rightIntersect + leftIntersect < topIntersect + bottomIntersect) {
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if (rightIntersect > leftIntersect) {
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size.X -= siblingArea.Right - pos.X;
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pos.X = Math.Max(pos.X, siblingArea.Right);
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} else {
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size.X = Math.Min(pos.X + size.X, siblingArea.Left) - pos.X;
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}
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} else {
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if (topIntersect > bottomIntersect) {
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size.Y -= siblingArea.Bottom - pos.Y;
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pos.Y = Math.Max(pos.Y, siblingArea.Bottom);
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} else {
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size.Y = Math.Min(pos.Y + size.Y, siblingArea.Top) - pos.Y;
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}
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}
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}
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}
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if (!pos.Equals(element.Area.Location, Epsilon) || !size.Equals(element.Area.Size, Epsilon)) {
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squishedArea = new RectangleF(pos, size);
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return true;
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}
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return false;
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}
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}
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}
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@ -1,4 +1,3 @@
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using System;
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using System.Globalization;
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using Microsoft.Xna.Framework;
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@ -8,7 +8,6 @@ using Microsoft.Xna.Framework.Input;
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using MLEM.Cameras;
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using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Font;
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using MLEM.Extended.Tiled;
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using MLEM.Extensions;
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@ -22,9 +21,7 @@ using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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using MonoGame.Extended;
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using MonoGame.Extended.Tiled;
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using Group = MLEM.Ui.Elements.Group;
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namespace Sandbox {
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public class GameImpl : MlemGame {
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@ -216,7 +213,7 @@ namespace Sandbox {
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invalidPanel.AddChild(new VerticalSpace(1));
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this.UiSystem.Add("Invalid", invalidPanel);*/
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var loadGroup = new Group(Anchor.TopLeft, Vector2.One, false);
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/*var loadGroup = new Group(Anchor.TopLeft, Vector2.One, false);
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var loadPanel = loadGroup.AddChild(new Panel(Anchor.Center, new Vector2(150, 150), Vector2.Zero, false, true, false) {
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ChildPadding = new Padding(5, 10, 5, 5)
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});
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}
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};
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par.OnDrawn = (e, time, batch, a) => batch.DrawRectangle(e.DisplayArea.ToExtended(), Color.Red);
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this.UiSystem.Add("Load", loadGroup);
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this.UiSystem.Add("Load", loadGroup);*/
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var spillPanel = new Panel(Anchor.Center, new Vector2(100), Vector2.Zero);
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var squishingGroup = spillPanel.AddChild(new SquishingGroup(Anchor.TopLeft, Vector2.One));
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squishingGroup.AddChild(new Button(Anchor.TopLeft, new Vector2(30), "TL") {
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OnUpdated = (e, time) => e.IsHidden = Input.IsKeyDown(Keys.D1),
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Priority = 10
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}).SetData("Ref", "TL");
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squishingGroup.AddChild(new Button(Anchor.TopRight, new Vector2(30), "TR") {
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OnUpdated = (e, time) => e.IsHidden = Input.IsKeyDown(Keys.D2),
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Priority = 20
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}).SetData("Ref", "TR");
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squishingGroup.AddChild(new Button(Anchor.BottomLeft, new Vector2(30), "BL") {
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OnUpdated = (e, time) => e.IsHidden = Input.IsKeyDown(Keys.D3),
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Priority = 30
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}).SetData("Ref", "BL");
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squishingGroup.AddChild(new Button(Anchor.BottomRight, new Vector2(30), "BR") {
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OnUpdated = (e, time) => e.IsHidden = Input.IsKeyDown(Keys.D4),
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Priority = 40
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}).SetData("Ref", "BR");
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squishingGroup.AddChild(new Button(Anchor.Center, Vector2.Zero, "0") {
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PositionOffset = new Vector2(-10, -5),
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Size = new Vector2(60, 55),
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OnPressed = e => {
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e.Priority = 100 - e.Priority;
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((Button) e).Text.Text = e.Priority.ToString();
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e.SetAreaDirty();
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}
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}).SetData("Ref", "Main");
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this.UiSystem.Add("SpillTest", spillPanel);
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}
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protected override void DoUpdate(GameTime gameTime) {
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@ -253,10 +279,10 @@ namespace Sandbox {
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this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.MousePosition.ToVector2());
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}
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if (Input.InputsDown.Length > 0)
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/*if (Input.InputsDown.Length > 0)
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Console.WriteLine("Down: " + string.Join(", ", Input.InputsDown));
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if (Input.InputsPressed.Length > 0)
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Console.WriteLine("Pressed: " + string.Join(", ", Input.InputsPressed));
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Console.WriteLine("Pressed: " + string.Join(", ", Input.InputsPressed));*/
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}
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protected override void DoDraw(GameTime gameTime) {
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