mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-12-24 01:09:23 +01:00
organized MLEM.Ui properties and fields slightly
This commit is contained in:
parent
1c48a69371
commit
3648352540
9 changed files with 70 additions and 77 deletions
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@ -46,8 +46,6 @@ namespace MLEM.Ui.Elements {
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/// Note that this is only nonnull by default if the constructor was passed a nonnull tooltip text.
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/// </summary>
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public Tooltip Tooltip;
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private bool isDisabled;
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/// <summary>
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/// Set this property to true to mark the button as disabled.
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/// A disabled button cannot be moused over, selected or pressed.
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@ -72,6 +70,8 @@ namespace MLEM.Ui.Elements {
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}
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}
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private bool isDisabled;
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/// <summary>
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/// Creates a new button with the given settings
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/// </summary>
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@ -37,8 +37,6 @@ namespace MLEM.Ui.Elements {
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/// The width of the space between this checkbox and its <see cref="Label"/>
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/// </summary>
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public StyleProp<float> TextOffsetX;
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private bool checced;
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/// <summary>
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/// Whether or not this checkbox is currently checked.
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/// </summary>
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@ -56,6 +54,8 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public CheckStateChange OnCheckStateChange;
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private bool checced;
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/// <summary>
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/// Creates a new checkbox with the given settings
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/// </summary>
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@ -13,6 +13,7 @@ namespace MLEM.Ui.Elements {
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/// The panel that this dropdown contains. It will be displayed upon pressing the dropdown button.
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/// </summary>
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public readonly Panel Panel;
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/// <summary>
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/// This property stores whether the dropdown is currently opened or not
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/// </summary>
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@ -24,25 +24,6 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public static float Epsilon = 0.01F;
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/// <summary>
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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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/// </summary>
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protected readonly IList<Element> Children;
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private readonly List<Element> children = new List<Element>();
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/// <summary>
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/// A sorted version of <see cref="Children"/>. The children are sorted by their <see cref="Priority"/>.
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/// </summary>
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protected IList<Element> SortedChildren {
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get {
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this.UpdateSortedChildrenIfDirty();
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return this.sortedChildren;
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}
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}
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private bool sortedChildrenDirty;
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private IList<Element> sortedChildren;
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private UiSystem system;
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/// <summary>
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/// The ui system that this element is currently a part of
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/// </summary>
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@ -60,10 +41,6 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public UiControls Controls;
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/// <summary>
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/// The input handler that this element's <see cref="Controls"/> use
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/// </summary>
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protected InputHandler Input => this.Controls.Input;
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/// <summary>
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/// This element's parent element.
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/// If this element has no parent (it is the <see cref="RootElement"/> of a ui system), this value is <c>null</c>.
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/// </summary>
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@ -77,8 +54,6 @@ namespace MLEM.Ui.Elements {
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/// The scale that this ui element renders with
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/// </summary>
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public float Scale => this.Root.ActualScale;
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private Anchor anchor;
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/// <summary>
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/// The <see cref="Anchor"/> that this element uses for positioning within its parent
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/// </summary>
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@ -91,8 +66,6 @@ namespace MLEM.Ui.Elements {
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this.SetAreaDirty();
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}
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}
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private Vector2 size;
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/// <summary>
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/// The size of this element, where X represents the width and Y represents the height.
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/// If the x or y value of the size is between 0 and 1, the size will be seen as a percentage of its parent's size rather than as an absolute value.
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@ -118,8 +91,6 @@ namespace MLEM.Ui.Elements {
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/// The <see cref="Size"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledSize => this.size * this.Scale;
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private Vector2 offset;
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/// <summary>
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/// This element's offset from its default position, which is dictated by its <see cref="Anchor"/>.
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/// Note that, depending on the side that the element is anchored to, this offset moves it in a different direction.
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@ -137,7 +108,6 @@ namespace MLEM.Ui.Elements {
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/// The <see cref="PositionOffset"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledOffset => this.offset * this.Scale;
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/// <summary>
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/// The padding that this element has.
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/// The padding is subtracted from the element's <see cref="Size"/>, and it is an area that the element does not extend into. This means that this element's resulting <see cref="DisplayArea"/> does not include this padding.
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@ -147,8 +117,6 @@ namespace MLEM.Ui.Elements {
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/// The <see cref="Padding"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Padding ScaledPadding => this.Padding * this.Scale;
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private Padding childPadding;
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/// <summary>
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/// The child padding that this element has.
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/// The child padding moves any <see cref="Children"/> added to this element inwards by the given amount in each direction.
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@ -170,8 +138,6 @@ namespace MLEM.Ui.Elements {
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/// This element's current <see cref="Area"/>, but with <see cref="ScaledChildPadding"/> applied.
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/// </summary>
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public RectangleF ChildPaddedArea => this.UnscrolledArea.Shrink(this.ScaledChildPadding);
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private RectangleF area;
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/// <summary>
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/// This element's area, without respecting its <see cref="ScrollOffset"/>.
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/// This area is updated automatically to fit this element's sizing and positioning properties.
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@ -182,7 +148,6 @@ namespace MLEM.Ui.Elements {
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return this.area;
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}
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}
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private bool areaDirty;
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/// <summary>
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/// The <see cref="UnscrolledArea"/> of this element, but with <see cref="ScaledScrollOffset"/> applied.
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/// </summary>
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@ -192,7 +157,6 @@ namespace MLEM.Ui.Elements {
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/// This is the property that should be used for drawing this element, as well as mouse input handling and culling.
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/// </summary>
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public RectangleF DisplayArea => this.Area.Shrink(this.ScaledPadding);
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/// <summary>
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/// The offset that this element has as a result of <see cref="Panel"/> scrolling.
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/// </summary>
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@ -201,8 +165,6 @@ namespace MLEM.Ui.Elements {
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/// The <see cref="ScrollOffset"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledScrollOffset => this.ScrollOffset * this.Scale;
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private bool isHidden;
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/// <summary>
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/// Set this property to <c>true</c> to cause this element to be hidden.
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/// Hidden elements don't receive input events, aren't rendered and don't factor into auto-anchoring.
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@ -216,8 +178,6 @@ namespace MLEM.Ui.Elements {
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this.SetAreaDirty();
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}
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}
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private int priority;
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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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@ -232,7 +192,6 @@ namespace MLEM.Ui.Elements {
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this.Parent.SetSortedChildrenDirty();
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}
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}
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/// <summary>
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/// This element's transform matrix.
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/// Can easily be scaled using <see cref="ScaleTransform"/>.
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@ -244,7 +203,6 @@ namespace MLEM.Ui.Elements {
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/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
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/// </summary>
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public BeginDelegate BeginImpl;
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/// <summary>
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/// Set this field to false to disallow the element from being selected.
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/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
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@ -294,7 +252,6 @@ namespace MLEM.Ui.Elements {
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/// Note that, when <see cref="Draw"/> is called, this alpha value is multiplied with the <see cref="Parent"/>'s alpha value and passed down to this element's <see cref="Children"/>.
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/// </summary>
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public float DrawAlpha = 1;
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/// <summary>
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/// Stores whether this element is currently being moused over or touched.
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/// </summary>
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@ -303,6 +260,18 @@ 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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/// 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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/// </summary>
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public StyleProp<NinePatch> SelectionIndicator;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInfo> ActionSound;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnSecondaryPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInfo> SecondActionSound;
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/// <summary>
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/// Event that is called after this element is drawn, but before its children are drawn
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@ -347,7 +316,6 @@ namespace MLEM.Ui.Elements {
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/// <summary>
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/// Event that is called when text input is made.
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/// When an element uses this event, it should call <see cref="MlemPlatform.EnsureExists"/> on construction to ensure that the MLEM platform is initialized.
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///
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/// Note that this event is called for every element, even if it is not selected.
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/// Also note that if the active <see cref="MlemPlatform"/> uses an on-screen keyboard, this event is never called.
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/// </summary>
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@ -396,17 +364,36 @@ namespace MLEM.Ui.Elements {
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public GenericCallback OnDisposed;
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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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/// 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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/// </summary>
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public StyleProp<NinePatch> SelectionIndicator;
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protected readonly IList<Element> Children;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnPressed"/> is called
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/// A sorted version of <see cref="Children"/>. The children are sorted by their <see cref="Priority"/>.
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/// </summary>
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public StyleProp<SoundEffectInfo> ActionSound;
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protected IList<Element> SortedChildren {
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get {
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this.UpdateSortedChildrenIfDirty();
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return this.sortedChildren;
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}
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}
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnSecondaryPressed"/> is called
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/// The input handler that this element's <see cref="Controls"/> use
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/// </summary>
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public StyleProp<SoundEffectInfo> SecondActionSound;
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protected InputHandler Input => this.Controls.Input;
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private readonly List<Element> children = new List<Element>();
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private bool sortedChildrenDirty;
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private IList<Element> sortedChildren;
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private UiSystem system;
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private Anchor anchor;
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private Vector2 size;
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private Vector2 offset;
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private Padding childPadding;
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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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/// <summary>
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/// Creates a new element with the given anchor and size and sets up some default event reactions.
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@ -16,7 +16,6 @@ namespace MLEM.Ui.Elements {
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/// The color to render the image at
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/// </summary>
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public StyleProp<Color> Color;
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private TextureRegion texture;
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/// <summary>
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/// A callback to retrieve the <see cref="TextureRegion"/> that this image should render.
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/// This can be used if the image changes frequently.
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@ -40,7 +39,6 @@ namespace MLEM.Ui.Elements {
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}
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}
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}
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private bool scaleToImage;
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/// <summary>
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/// Whether this image element's <see cref="Element.Size"/> should be based on the size of the <see cref="TextureRegion"/> given.
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/// Note that, when scaling to the image's size, the <see cref="Element.Scale"/> is also taken into account.
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@ -73,6 +71,9 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public float ImageRotation;
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private bool scaleToImage;
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private TextureRegion texture;
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/// <summary>
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/// Creates a new image with the given settings
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/// </summary>
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@ -17,6 +17,13 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public class Panel : Element {
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/// <summary>
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/// The scroll bar that this panel contains.
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/// This is only nonnull if <see cref="scrollOverflow"/> is true.
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/// Note that some scroll bar styling is controlled by this panel, namely <see cref="StepPerScroll"/> and <see cref="ScrollerSize"/>.
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/// </summary>
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public readonly ScrollBar ScrollBar;
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/// <summary>
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/// The texture that this panel should have, or null if it should be invisible.
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/// </summary>
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@ -35,15 +42,11 @@ namespace MLEM.Ui.Elements {
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/// The size that the <see cref="ScrollBar"/>'s scroller should have, in pixels
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/// </summary>
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public StyleProp<Vector2> ScrollerSize;
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/// <summary>
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/// The scroll bar that this panel contains.
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/// This is only nonnull if <see cref="scrollOverflow"/> is true.
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/// Note that some scroll bar styling is controlled by this panel, namely <see cref="StepPerScroll"/> and <see cref="ScrollerSize"/>.
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/// </summary>
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public readonly ScrollBar ScrollBar;
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private readonly bool scrollOverflow;
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private RenderTarget2D renderTarget;
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private readonly List<Element> relevantChildren = new List<Element>();
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private readonly bool scrollOverflow;
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private RenderTarget2D renderTarget;
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private bool relevantChildrenDirty;
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/// <summary>
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/// The tokenized version of the <see cref="Text"/>
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/// </summary>
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public TokenizedString TokenizedText { get; private set; }
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/// <summary>
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/// The color that the text will be rendered with
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/// </summary>
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/// The color that this progress bar's <see cref="ProgressTexture"/> is rendered with.
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/// </summary>
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public StyleProp<Color> ProgressColor;
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/// <summary>
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/// The direction that this progress bar goes in.
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/// Note that only <see cref="Direction2Helper.Adjacent"/> directions are supported.
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/// The maximum value that this progress bar should be able to have.
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/// </summary>
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public float MaxValue;
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private float currentValue;
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/// <summary>
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/// The current value that this progress bar has.
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/// This value is always between 0 and <see cref="MaxValue"/>.
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set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
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}
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private float currentValue;
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/// <summary>
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/// Creates a new progress bar with the given settings
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/// </summary>
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/// </summary>
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public class ScrollBar : Element {
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/// <summary>
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/// Whether this scroll bar is horizontal
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/// </summary>
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public readonly bool Horizontal;
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/// <summary>
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/// The background texture for this scroll bar
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/// </summary>
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/// The scroller's width and height
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/// </summary>
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public Vector2 ScrollerSize;
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private float maxValue;
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/// <summary>
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/// The max value that this scroll bar should be able to scroll to.
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/// Note that the maximum value does not change the height of the scroll bar.
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}
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}
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}
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private float scrollAdded;
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private float currValue;
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/// <summary>
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/// The current value of the scroll bar.
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/// This is between 0 and <see cref="MaxValue"/> at all times.
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}
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}
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/// <summary>
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/// Whether this scroll bar is horizontal
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/// </summary>
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public readonly bool Horizontal;
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/// <summary>
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/// The amount added or removed from <see cref="CurrentValue"/> per single movement of the scroll wheel
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/// </summary>
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public float StepPerScroll = 1;
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/// This property is true while the user scrolls on the scroll bar using the mouse or touch input
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/// </summary>
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public bool IsBeingScrolled => this.isMouseHeld || this.isDragging || this.isTouchHeld;
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private bool isMouseHeld;
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private bool isDragging;
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private bool isTouchHeld;
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/// <summary>
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/// This field determines if this scroll bar should automatically be hidden from a <see cref="Panel"/> if there aren't enough children to allow for scrolling.
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/// </summary>
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/// </summary>
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public StyleProp<float> SmoothScrollFactor;
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private bool isMouseHeld;
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private bool isDragging;
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private bool isTouchHeld;
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private float maxValue;
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private float scrollAdded;
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private float currValue;
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static ScrollBar() {
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InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.VerticalDrag);
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}
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