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improve handling of arbitrary Epsilon values
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parent
d05262e8a6
commit
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4 changed files with 20 additions and 6 deletions
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@ -15,6 +15,7 @@ Additions
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Improvements
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Improvements
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- Exposed Camera's RoundPosition
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- Exposed Camera's RoundPosition
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- Exposed the epsilon value used by Camera
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### MLEM.Ui
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### MLEM.Ui
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Additions
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Additions
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@ -23,6 +24,7 @@ Additions
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Improvements
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Improvements
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- Cache TokenizedString inner offsets for non-Left text alignments to improve performance
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- Cache TokenizedString inner offsets for non-Left text alignments to improve performance
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- Exposed the epsilon value used by Element calculations
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Fixes
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Fixes
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- Fixed VerticalSpace height parameter being an integer
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- Fixed VerticalSpace height parameter being an integer
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@ -18,6 +18,12 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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/// </summary>
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public abstract class Element : GenericDataHolder, IDisposable {
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public abstract class Element : GenericDataHolder, IDisposable {
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/// <summary>
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/// This field holds an epsilon value used in element <see cref="Size"/>, position and resulting <see cref="Area"/> calculations to mitigate floating point rounding inaccuracies.
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/// If ui elements used are extremely small or extremely large, this value can be reduced or increased.
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/// </summary>
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public static float Epsilon = 0.01F;
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/// <summary>
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/// <summary>
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/// A list of all of this element's direct children.
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/// A list of all of this element's direct children.
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/// Use <see cref="AddChild{T}"/> or <see cref="RemoveChild"/> to manipulate this list while calling all of the necessary callbacks.
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/// Use <see cref="AddChild{T}"/> or <see cref="RemoveChild"/> to manipulate this list while calling all of the necessary callbacks.
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@ -607,9 +613,9 @@ namespace MLEM.Ui.Elements {
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break;
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break;
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case Anchor.AutoInline:
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case Anchor.AutoInline:
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var newX = prevArea.Right + this.ScaledOffset.X;
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var newX = prevArea.Right + this.ScaledOffset.X;
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// with awkward ui scale values, floating point rounding can cause an element that would usually be
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// with awkward ui scale values, floating point rounding can cause an element that would usually
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// positioned correctly to be pushed into the next line due to a very small deviation, so we add 0.01 here
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// be positioned correctly to be pushed into the next line due to a very small deviation
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if (newX + newSize.X <= parentArea.Right + 0.01F) {
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if (newX + newSize.X <= parentArea.Right + Epsilon) {
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pos.X = newX;
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pos.X = newX;
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pos.Y = prevArea.Y + this.ScaledOffset.Y;
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pos.Y = prevArea.Y + this.ScaledOffset.Y;
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} else {
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} else {
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@ -676,7 +682,7 @@ namespace MLEM.Ui.Elements {
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}
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}
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// we want to leave some leeway to prevent float rounding causing an infinite loop
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// we want to leave some leeway to prevent float rounding causing an infinite loop
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if (!autoSize.Equals(this.UnscrolledArea.Size, 0.01F)) {
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if (!autoSize.Equals(this.UnscrolledArea.Size, Epsilon)) {
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recursion++;
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recursion++;
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if (recursion >= 16) {
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if (recursion >= 16) {
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throw new ArithmeticException($"The area of {this} with root {this.Root.Name} has recursively updated too often. Does its child {foundChild} contain any conflicting auto-sizing settings?");
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throw new ArithmeticException($"The area of {this} with root {this.Root.Name} has recursively updated too often. Does its child {foundChild} contain any conflicting auto-sizing settings?");
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@ -45,7 +45,7 @@ namespace MLEM.Ui.Elements {
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// force current value to be clamped
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// force current value to be clamped
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this.CurrentValue = this.CurrentValue;
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this.CurrentValue = this.CurrentValue;
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// auto-hide if necessary
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// auto-hide if necessary
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var shouldHide = this.maxValue <= 0.01F;
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var shouldHide = this.maxValue <= Epsilon;
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if (this.AutoHideWhenEmpty && this.IsHidden != shouldHide) {
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if (this.AutoHideWhenEmpty && this.IsHidden != shouldHide) {
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this.IsHidden = shouldHide;
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this.IsHidden = shouldHide;
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this.OnAutoHide?.Invoke(this);
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this.OnAutoHide?.Invoke(this);
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@ -11,6 +11,12 @@ namespace MLEM.Cameras {
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/// </summary>
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/// </summary>
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public class Camera {
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public class Camera {
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/// <summary>
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/// This field holds an epsilon value used in some camera calculations to mitigate floating point rounding inaccuracies.
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/// If camera <see cref="Position"/> or <see cref="Viewport"/> size are extremely small or extremely big, this value can be reduced or increased.
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/// </summary>
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public static float Epsilon = 0.01F;
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/// <summary>
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/// <summary>
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/// The top-left corner of the camera's viewport.
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/// The top-left corner of the camera's viewport.
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/// <seealso cref="LookingPosition"/>
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/// <seealso cref="LookingPosition"/>
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@ -158,7 +164,7 @@ namespace MLEM.Cameras {
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if (this.Max.Y > max.Y)
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if (this.Max.Y > max.Y)
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this.Max = new Vector2(this.Max.X, max.Y);
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this.Max = new Vector2(this.Max.X, max.Y);
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}
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}
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return !this.Position.Equals(lastPos, 0.001F);
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return !this.Position.Equals(lastPos, Epsilon);
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}
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}
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/// <summary>
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/// <summary>
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