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Improved the SquishingGroup algorithm by prioritizing each element's final size
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3 changed files with 36 additions and 45 deletions
17
CHANGELOG.md
17
CHANGELOG.md
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@ -18,17 +18,17 @@ Additions
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- Added the ability to add inverse modifiers to a Keybind
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- Added GenericInput collections AllKeys, AllMouseButtons, AllButtons and AllInputs
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Improvements
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- Increased TextFormatter macro recursion limit to 64
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- Allow changing the default values used by default TextFormatter codes
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- Allow setting ExternalGestureHandling through the InputHandler constructor
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Fixes
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- Fixed control characters being included in TextInput
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- Fixed TextInputs behaving incorrectly when switching between multiline and single-line modes
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- Fixed TextInput drawing characters with the wrong width if a masking character is used
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- Fixed a multiline TextInput's cursor not returning to the default position when the last character is removed
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Improvements
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- Increased TextFormatter macro recursion limit to 64
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- Allow changing the default values used by default TextFormatter codes
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- Allow setting ExternalGestureHandling through the InputHandler constructor
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Removals
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- Marked GetDownTime, GetUpTime and GetTimeSincePress in Keybind and Combination as obsolete
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@ -36,14 +36,15 @@ Removals
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Additions
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- Added AutoInlineCenter and AutoInlineBottom anchors
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Improvements
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- Increased Element area calculation recursion limit to 64
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- Improved the SquishingGroup algorithm by prioritizing each element's final size
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Fixes
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- Fixed images not updating their hidden state properly when the displayed texture changes
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- Fixed AutoInline elements overflowing into their parent if it's taller
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- Fixed Paragraph and Checkbox not reacting to SquishingGroup sizing properly
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Improvements
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- Increased Element area calculation recursion limit to 64
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## 6.1.0
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### MLEM
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@ -1,13 +1,13 @@
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using System;
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using System.Linq;
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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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/// A squishing group is a <see cref="Group"/> whose <see cref="Element.Children"/> automatically get resized so that they do not overlap each other. Elements are squished in a way that maximizes the final area that each element retains compared to its original area.
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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. 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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@ -43,27 +43,17 @@ namespace MLEM.Ui.Elements {
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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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var sibArea = sibling.Area;
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if (pos.X < sibArea.Right && sibArea.Left < pos.X + size.X && pos.Y < sibArea.Bottom && sibArea.Top < pos.Y + size.Y) {
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var possible = new[] {
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new RectangleF(Math.Max(pos.X, sibArea.Right), pos.Y, size.X - (sibArea.Right - pos.X), size.Y),
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new RectangleF(pos.X, pos.Y, Math.Min(pos.X + size.X, sibArea.Left) - pos.X, size.Y),
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new RectangleF(pos.X, Math.Max(pos.Y, sibArea.Bottom), size.X, size.Y - (sibArea.Bottom - pos.Y)),
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new RectangleF(pos.X, pos.Y, size.X, Math.Min(pos.Y + size.Y, sibArea.Top) - pos.Y)
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};
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var biggest = possible.OrderByDescending(r => r.Width * r.Height).First();
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pos = biggest.Location;
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size = biggest.Size;
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}
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}
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if (!pos.Equals(element.Area.Location, Element.Epsilon) || !size.Equals(element.Area.Size, Element.Epsilon)) {
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@ -229,22 +229,22 @@ public class GameImpl : MlemGame {
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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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/*var spillPanel = new Panel(Anchor.Center, new Vector2(100), Vector2.Zero);
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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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OnUpdated = (e, time) => e.IsHidden = MlemGame.Input.IsDown(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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OnUpdated = (e, time) => e.IsHidden = MlemGame.Input.IsDown(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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squishingGroup.AddChild(new Button(Anchor.BottomLeft, new Vector2(1, 30), "BL") {
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OnUpdated = (e, time) => e.IsHidden = MlemGame.Input.IsDown(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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OnUpdated = (e, time) => e.IsHidden = MlemGame.Input.IsDown(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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@ -256,7 +256,7 @@ public class GameImpl : MlemGame {
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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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this.UiSystem.Add("SpillTest", spillPanel);
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/* var regularFont = spriteFont.Font;
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var genericFont = spriteFont;
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this.SpriteBatch.End();
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};*/
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var widthPanel = new Panel(Anchor.Center, Vector2.One, Vector2.Zero, true) {SetWidthBasedOnChildren = true};
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/*var widthPanel = new Panel(Anchor.Center, Vector2.One, Vector2.Zero, true) {SetWidthBasedOnChildren = true};
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for (var i = 0; i < 5; i++) {
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widthPanel.AddChild(new Paragraph(Anchor.AutoCenter, 100000, "Test String " + Math.Pow(10, i), true) {
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OnUpdated = (e, _) => {
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@ -383,12 +383,12 @@ public class GameImpl : MlemGame {
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}
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}
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};
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this.OnDraw += (_, _) => batch.Draw(null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(3));
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this.OnDraw += (_, _) => batch.Draw(null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(3));*/
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Console.WriteLine("Keys: " + string.Join(", ", GenericInput.AllKeys));
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/*Console.WriteLine("Keys: " + string.Join(", ", GenericInput.AllKeys));
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Console.WriteLine("MouseButtons: " + string.Join(", ", GenericInput.AllMouseButtons));
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Console.WriteLine("Buttons: " + string.Join(", ", GenericInput.AllButtons));
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Console.WriteLine("Inputs: " + string.Join(", ", GenericInput.AllInputs));
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Console.WriteLine("Inputs: " + string.Join(", ", GenericInput.AllInputs));*/
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}
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protected override void DoUpdate(GameTime gameTime) {
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@ -410,8 +410,8 @@ public class GameImpl : MlemGame {
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Console.WriteLine("Time since press: " + MlemGame.Input.GetTimeSincePress(Keys.A));#1#
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Console.WriteLine("Up time: " + MlemGame.Input.GetUpTime(Keys.A));*/
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var combination = new Keybind.Combination(Keys.K, new GenericInput[] {Keys.LeftShift}, GenericInput.AllKeys);
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Console.WriteLine($"Mod: {combination.IsModifierDown(this.InputHandler)} Down: {combination.IsDown(this.InputHandler)}");
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/*var combination = new Keybind.Combination(Keys.K, new GenericInput[] {Keys.LeftShift}, GenericInput.AllKeys);
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Console.WriteLine($"Mod: {combination.IsModifierDown(this.InputHandler)} Down: {combination.IsDown(this.InputHandler)}");*/
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}
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protected override void DoDraw(GameTime gameTime) {
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