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made dropdowns only have high priority when opened and fixed panels sometimes ignoring priority

This commit is contained in:
Ellpeck 2019-11-18 22:36:55 +01:00
parent 89f957f8b6
commit 4888bb0fd7
3 changed files with 45 additions and 32 deletions

View file

@ -6,15 +6,19 @@ namespace MLEM.Ui.Elements {
public readonly Panel Panel;
public bool IsOpen {
get => !this.Panel.IsHidden;
set => this.Panel.IsHidden = !value;
set {
this.Panel.IsHidden = !value;
this.OnOpenedOrClosed?.Invoke(this);
}
}
public GenericCallback OnOpenedOrClosed;
public Dropdown(Anchor anchor, Vector2 size, string text = null, string tooltipText = null, float tooltipWidth = 50) : base(anchor, size, text, tooltipText, tooltipWidth) {
this.Panel = this.AddChild(new Panel(Anchor.TopCenter, size, Vector2.Zero, true) {
IsHidden = true
});
this.OnAreaUpdated += e => this.Panel.PositionOffset = new Vector2(0, e.Area.Height / this.Scale);
this.Priority = 10000;
this.OnOpenedOrClosed += e => this.Priority = this.IsOpen ? 10000 : 0;
this.OnPressed += e => this.IsOpen = !this.IsOpen;
}

View file

@ -189,24 +189,27 @@ namespace MLEM.Ui.Elements {
}
}
public void SetAreaDirty() {
this.areaDirty = true;
if (this.Anchor >= Anchor.AutoLeft && this.Parent != null)
this.Parent.SetAreaDirty();
}
public void SetSortedChildrenDirty() {
this.sortedChildrenDirty = true;
}
public void UpdateSortedChildrenIfDirty() {
if (this.sortedChildrenDirty) {
this.sortedChildrenDirty = false;
if (this.sortedChildrenDirty)
this.ForceUpdateSortedChildren();
}
this.sortedChildren.Clear();
this.sortedChildren.AddRange(this.Children);
this.sortedChildren.Sort((e1, e2) => e1.Priority.CompareTo(e2.Priority));
}
public virtual void ForceUpdateSortedChildren() {
this.sortedChildrenDirty = false;
this.sortedChildren.Clear();
this.sortedChildren.AddRange(this.Children);
this.sortedChildren.Sort((e1, e2) => e1.Priority.CompareTo(e2.Priority));
}
public void SetAreaDirty() {
this.areaDirty = true;
if (this.Anchor >= Anchor.AutoLeft && this.Parent != null)
this.Parent.SetAreaDirty();
}
public void UpdateAreaIfDirty() {

View file

@ -97,30 +97,36 @@ namespace MLEM.Ui.Elements {
this.relevantChildrenDirty = true;
}
public override void Update(GameTime time) {
base.Update(time);
if (this.relevantChildrenDirty) {
this.relevantChildrenDirty = false;
public override void ForceUpdateSortedChildren() {
base.ForceUpdateSortedChildren();
if (this.scrollOverflow)
this.relevantChildrenDirty = true;
}
var visible = this.GetRenderTargetArea();
this.relevantChildren.Clear();
foreach (var child in this.SortedChildren) {
if (child.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
} else {
foreach (var c in child.GetChildren(regardGrandchildren: true)) {
if (c.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
break;
protected override List<Element> GetRelevantChildren() {
var relevant = base.GetRelevantChildren();
if (this.scrollOverflow) {
if (this.relevantChildrenDirty) {
this.relevantChildrenDirty = false;
var visible = this.GetRenderTargetArea();
this.relevantChildren.Clear();
foreach (var child in this.SortedChildren) {
if (child.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
} else {
foreach (var c in child.GetChildren(regardGrandchildren: true)) {
if (c.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
break;
}
}
}
}
}
relevant = this.relevantChildren;
}
}
protected override List<Element> GetRelevantChildren() {
return this.scrollOverflow ? this.relevantChildren : base.GetRelevantChildren();
return relevant;
}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {