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Use a scissor rectangle for panels in favor of a render target, and marked UiSystem.DrawEarly and Element.DrawEarly as obsolete

This commit is contained in:
Ell 2022-01-30 01:13:59 +01:00
parent f7cf9460d6
commit 3c4567e4a1
5 changed files with 28 additions and 50 deletions

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@ -35,12 +35,14 @@ Improvements
- Avoid unnecessary panel updates by using an Epsilon comparison when scrolling children - Avoid unnecessary panel updates by using an Epsilon comparison when scrolling children
- Allow setting a default text alignment for paragraphs in UiStyle - Allow setting a default text alignment for paragraphs in UiStyle
- Made custom values of Element.Style persist when a new ui style is set - Made custom values of Element.Style persist when a new ui style is set
- Use a scissor rectangle for panels in favor of a render target
Fixes Fixes
- Fixed paragraph links having incorrect hover locations when using special text alignments - Fixed paragraph links having incorrect hover locations when using special text alignments
Removals Removals
- Marked StyleProp equality members as obsolete - Marked StyleProp equality members as obsolete
- Marked UiSystem.DrawEarly and Element.DrawEarly as obsolete
### MLEM.Extended ### MLEM.Extended
Improvements Improvements

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@ -114,7 +114,6 @@ namespace MLEM.Startup {
this.PreDraw?.Invoke(this, gameTime); this.PreDraw?.Invoke(this, gameTime);
CoroutineHandler.RaiseEvent(CoroutineEvents.PreDraw); CoroutineHandler.RaiseEvent(CoroutineEvents.PreDraw);
this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
this.DoDraw(gameTime); this.DoDraw(gameTime);
this.UiSystem.Draw(gameTime, this.SpriteBatch); this.UiSystem.Draw(gameTime, this.SpriteBatch);

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@ -924,6 +924,7 @@ namespace MLEM.Ui.Elements {
public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) { public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity; var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
var mat = this.Transform * matrix; var mat = this.Transform * matrix;
// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
if (customDraw) { if (customDraw) {
// end the usual draw so that we can begin our own // end the usual draw so that we can begin our own
batch.End(); batch.End();
@ -984,6 +985,7 @@ namespace MLEM.Ui.Elements {
/// <param name="effect">The effect that is used for drawing</param> /// <param name="effect">The effect that is used for drawing</param>
/// <param name="depthStencilState">The depth stencil state that is used for drawing</param> /// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
/// <param name="matrix">The transformation matrix that is used for drawing</param> /// <param name="matrix">The transformation matrix that is used for drawing</param>
[Obsolete("DrawEarly has been deprecated. There is no replacement, and all drawing code should be placed in Draw.")]
public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) { public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
foreach (var child in this.GetRelevantChildren()) { foreach (var child in this.GetRelevantChildren()) {
if (!child.IsHidden) if (!child.IsHidden)

View file

@ -13,10 +13,15 @@ namespace MLEM.Ui.Elements {
/// A panel element to be used inside of a <see cref="UiSystem"/>. /// A panel element to be used inside of a <see cref="UiSystem"/>.
/// The panel is a complex element that displays a box as a background to all of its child elements. /// The panel is a complex element that displays a box as a background to all of its child elements.
/// Additionally, a panel can be set to <see cref="scrollOverflow"/> on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>. /// Additionally, a panel can be set to <see cref="scrollOverflow"/> on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
/// As this behavior is accomplished using a <see cref="RenderTarget2D"/>, scrolling panels need to have their <see cref="DrawEarly"/> methods called using <see cref="UiSystem.DrawEarly"/>.
/// </summary> /// </summary>
public class Panel : Element { public class Panel : Element {
private static readonly RasterizerState ScissorRasterizer = new RasterizerState {
// use the default cull mode from SpriteBatch, but with scissor test enabled
CullMode = CullMode.CullCounterClockwiseFace,
ScissorTestEnable = true
};
/// <summary> /// <summary>
/// The scroll bar that this panel contains. /// The scroll bar that this panel contains.
/// This is only nonnull if <see cref="scrollOverflow"/> is true. /// This is only nonnull if <see cref="scrollOverflow"/> is true.
@ -51,7 +56,6 @@ namespace MLEM.Ui.Elements {
private readonly List<Element> relevantChildren = new List<Element>(); private readonly List<Element> relevantChildren = new List<Element>();
private readonly bool scrollOverflow; private readonly bool scrollOverflow;
private RenderTarget2D renderTarget;
private bool relevantChildrenDirty; private bool relevantChildrenDirty;
private float scrollBarChildOffset; private float scrollBarChildOffset;
@ -170,44 +174,34 @@ namespace MLEM.Ui.Elements {
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) { public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
if (this.Texture.HasValue()) if (this.Texture.HasValue())
batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale); batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale);
// if we handle overflow, draw using the render target in DrawUnbound // if we handle overflow, draw using a scissor rectangle
if (!this.scrollOverflow || this.renderTarget == null) { if (this.scrollOverflow) {
base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix); this.UpdateAreaIfDirty();
} else {
// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
}
}
/// <inheritdoc /> batch.End();
public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) { batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.GetInnerArea();
this.UpdateAreaIfDirty();
if (this.scrollOverflow && this.renderTarget != null) { // do the usual draw, but with the scissor rectangle applied
// draw children onto the render target batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, ScissorRasterizer, effect, matrix);
using (batch.GraphicsDevice.WithRenderTarget(this.renderTarget)) { base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
batch.GraphicsDevice.Clear(Color.Transparent); batch.End();
// offset children by the render target's location
var area = this.GetRenderTargetArea(); batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix);
var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0); } else {
// do the usual draw, but within the render target base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, trans);
base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, trans);
batch.End();
}
} }
base.DrawEarly(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
} }
/// <inheritdoc /> /// <inheritdoc />
public override Element GetElementUnderPos(Vector2 position) { public override Element GetElementUnderPos(Vector2 position) {
// if overflow is handled, don't propagate mouse checks to hidden children // if overflow is handled, don't propagate mouse checks to hidden children
var transformed = this.TransformInverse(position); var transformed = this.TransformInverse(position);
if (this.scrollOverflow && !this.GetRenderTargetArea().Contains(transformed)) if (this.scrollOverflow && !this.GetInnerArea().Contains(transformed))
return !this.IsHidden && this.CanBeMoused && this.DisplayArea.Contains(transformed) ? this : null; return !this.IsHidden && this.CanBeMoused && this.DisplayArea.Contains(transformed) ? this : null;
return base.GetElementUnderPos(position); return base.GetElementUnderPos(position);
} }
private RectangleF GetRenderTargetArea() { private RectangleF GetInnerArea() {
var area = this.ChildPaddedArea; var area = this.ChildPaddedArea;
area.X = this.DisplayArea.X; area.X = this.DisplayArea.X;
area.Width = this.DisplayArea.Width; area.Width = this.DisplayArea.Width;
@ -258,26 +252,6 @@ namespace MLEM.Ui.Elements {
// 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 // 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
var scrollerHeight = Math.Min(this.ChildPaddedArea.Height / childrenHeight / this.Scale, 1) * this.ScrollBar.Area.Height; var scrollerHeight = Math.Min(this.ChildPaddedArea.Height / childrenHeight / this.Scale, 1) * this.ScrollBar.Area.Height;
this.ScrollBar.ScrollerSize = new Vector2(this.ScrollerSize.Value.X, Math.Max(this.ScrollerSize.Value.Y, scrollerHeight)); 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)
return;
if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
if (this.renderTarget != null)
this.renderTarget.Dispose();
this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height);
this.relevantChildrenDirty = true;
}
}
/// <inheritdoc />
public override void Dispose() {
if (this.renderTarget != null) {
this.renderTarget.Dispose();
this.renderTarget = null;
}
base.Dispose();
} }
private void SetScrollBarStyle() { private void SetScrollBarStyle() {
@ -291,7 +265,7 @@ namespace MLEM.Ui.Elements {
private void ForceUpdateRelevantChildren() { private void ForceUpdateRelevantChildren() {
this.relevantChildrenDirty = false; this.relevantChildrenDirty = false;
this.relevantChildren.Clear(); this.relevantChildren.Clear();
var visible = this.GetRenderTargetArea(); var visible = this.GetInnerArea();
foreach (var child in this.SortedChildren) { foreach (var child in this.SortedChildren) {
if (child.Area.Intersects(visible)) { if (child.Area.Intersects(visible)) {
this.relevantChildren.Add(child); this.relevantChildren.Add(child);

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@ -264,6 +264,7 @@ namespace MLEM.Ui {
/// </summary> /// </summary>
/// <param name="time">The game's time</param> /// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch to use for drawing</param> /// <param name="batch">The sprite batch to use for drawing</param>
[Obsolete("DrawEarly has been deprecated. There is no replacement, so only Draw has to be called.")]
public void DrawEarly(GameTime time, SpriteBatch batch) { public void DrawEarly(GameTime time, SpriteBatch batch) {
this.Metrics.ResetDraws(); this.Metrics.ResetDraws();
this.Stopwatch.Restart(); this.Stopwatch.Restart();