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https://github.com/Ellpeck/MLEM.git
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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
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5 changed files with 28 additions and 50 deletions
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@ -35,12 +35,14 @@ Improvements
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- Avoid unnecessary panel updates by using an Epsilon comparison when scrolling children
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- Allow setting a default text alignment for paragraphs in UiStyle
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- Made custom values of Element.Style persist when a new ui style is set
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- Use a scissor rectangle for panels in favor of a render target
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Fixes
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- Fixed paragraph links having incorrect hover locations when using special text alignments
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Removals
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- Marked StyleProp equality members as obsolete
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- Marked UiSystem.DrawEarly and Element.DrawEarly as obsolete
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### MLEM.Extended
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Improvements
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@ -114,7 +114,6 @@ namespace MLEM.Startup {
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this.PreDraw?.Invoke(this, gameTime);
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CoroutineHandler.RaiseEvent(CoroutineEvents.PreDraw);
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this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
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this.DoDraw(gameTime);
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this.UiSystem.Draw(gameTime, this.SpriteBatch);
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@ -924,6 +924,7 @@ namespace MLEM.Ui.Elements {
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public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
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var mat = this.Transform * matrix;
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// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
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if (customDraw) {
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// end the usual draw so that we can begin our own
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batch.End();
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@ -984,6 +985,7 @@ namespace MLEM.Ui.Elements {
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/// <param name="effect">The effect that is used for drawing</param>
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/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
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/// <param name="matrix">The transformation matrix that is used for drawing</param>
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[Obsolete("DrawEarly has been deprecated. There is no replacement, and all drawing code should be placed in Draw.")]
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden)
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@ -13,10 +13,15 @@ namespace MLEM.Ui.Elements {
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/// A panel element to be used inside of a <see cref="UiSystem"/>.
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/// The panel is a complex element that displays a box as a background to all of its child elements.
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/// 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"/>.
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/// 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"/>.
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/// </summary>
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public class Panel : Element {
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private static readonly RasterizerState ScissorRasterizer = new RasterizerState {
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// use the default cull mode from SpriteBatch, but with scissor test enabled
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CullMode = CullMode.CullCounterClockwiseFace,
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ScissorTestEnable = true
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};
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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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@ -51,7 +56,6 @@ namespace MLEM.Ui.Elements {
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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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private float scrollBarChildOffset;
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@ -170,44 +174,34 @@ namespace MLEM.Ui.Elements {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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if (this.Texture.HasValue())
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batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow || this.renderTarget == null) {
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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} else {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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}
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}
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/// <inheritdoc />
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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// if we handle overflow, draw using a scissor rectangle
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if (this.scrollOverflow) {
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this.UpdateAreaIfDirty();
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if (this.scrollOverflow && this.renderTarget != null) {
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// draw children onto the render target
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using (batch.GraphicsDevice.WithRenderTarget(this.renderTarget)) {
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batch.GraphicsDevice.Clear(Color.Transparent);
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// offset children by the render target's location
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var area = this.GetRenderTargetArea();
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var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
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// do the usual draw, but within the render target
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, trans);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, trans);
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batch.End();
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batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.GetInnerArea();
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// do the usual draw, but with the scissor rectangle applied
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, ScissorRasterizer, effect, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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batch.End();
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix);
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} else {
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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}
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base.DrawEarly(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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public override Element GetElementUnderPos(Vector2 position) {
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// if overflow is handled, don't propagate mouse checks to hidden children
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var transformed = this.TransformInverse(position);
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if (this.scrollOverflow && !this.GetRenderTargetArea().Contains(transformed))
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if (this.scrollOverflow && !this.GetInnerArea().Contains(transformed))
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return !this.IsHidden && this.CanBeMoused && this.DisplayArea.Contains(transformed) ? this : null;
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return base.GetElementUnderPos(position);
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}
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private RectangleF GetRenderTargetArea() {
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private RectangleF GetInnerArea() {
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var area = this.ChildPaddedArea;
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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@ -258,26 +252,6 @@ namespace MLEM.Ui.Elements {
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// 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
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var scrollerHeight = Math.Min(this.ChildPaddedArea.Height / childrenHeight / this.Scale, 1) * this.ScrollBar.Area.Height;
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this.ScrollBar.ScrollerSize = new Vector2(this.ScrollerSize.Value.X, Math.Max(this.ScrollerSize.Value.Y, scrollerHeight));
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// update the render target
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var targetArea = (Rectangle) this.GetRenderTargetArea();
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if (targetArea.Width <= 0 || targetArea.Height <= 0)
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return;
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget != null)
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this.renderTarget.Dispose();
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this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height);
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this.relevantChildrenDirty = true;
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}
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}
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/// <inheritdoc />
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public override void Dispose() {
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if (this.renderTarget != null) {
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this.renderTarget.Dispose();
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this.renderTarget = null;
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}
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base.Dispose();
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}
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private void SetScrollBarStyle() {
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@ -291,7 +265,7 @@ namespace MLEM.Ui.Elements {
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private void ForceUpdateRelevantChildren() {
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this.relevantChildrenDirty = false;
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this.relevantChildren.Clear();
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var visible = this.GetRenderTargetArea();
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var visible = this.GetInnerArea();
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foreach (var child in this.SortedChildren) {
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if (child.Area.Intersects(visible)) {
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this.relevantChildren.Add(child);
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@ -264,6 +264,7 @@ namespace MLEM.Ui {
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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[Obsolete("DrawEarly has been deprecated. There is no replacement, so only Draw has to be called.")]
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public void DrawEarly(GameTime time, SpriteBatch batch) {
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this.Metrics.ResetDraws();
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this.Stopwatch.Restart();
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