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Some keybind and keybind button improvements

This commit is contained in:
Ell 2022-03-10 12:39:56 +01:00
parent d5ec0b8001
commit 48a4aa0588
4 changed files with 56 additions and 9 deletions

View file

@ -20,6 +20,7 @@ Improvements
- Added InputHandler mouse and touch position querying that preserves the game's viewport
- Added float version of GetRandomWeightedEntry
- Allow LinkCode to specify a color to draw with
- Allow better control over the order and layout of a Keybind's combinations
Fixes
- **Fixed a formatting Code only knowing about the last Token that it is applied in**
@ -43,6 +44,7 @@ Improvements
- Update elements less aggressively when changing a ui system's style
- Automatically update all elements when changing a ui system's viewport
- Allow setting a default color for clickable links in UiStyle
- Allow ElementHelper's KeybindButton to query a combination at a given index
Fixes
- Fixed paragraph links having incorrect hover locations when using special text alignments

View file

@ -117,7 +117,7 @@ namespace MLEM.Ui.Elements {
/// <summary>
/// Creates a <see cref="Button"/> that acts as a way to input a custom value for a <see cref="Keybind"/>.
/// Note that only the first <see cref="Keybind.Combination"/> of the given keybind is displayed and edited, all others are ignored. The exception is that, if <paramref name="unbindKey"/> is set, unbinding the keybind clears all combinations.
/// Note that only the <see cref="Keybind.Combination"/> at index <paramref name="index"/> of the given keybind is displayed and edited, all others are ignored.
/// Inputting custom keybinds using this element supports <see cref="ModifierKey"/>-based modifiers and any <see cref="GenericInput"/>-based keys.
/// </summary>
/// <param name="anchor">The button's anchor</param>
@ -128,12 +128,10 @@ namespace MLEM.Ui.Elements {
/// <param name="unbindKey">An optional generic input that allows the keybind value to be unbound, clearing all combinations</param>
/// <param name="unboundPlaceholder">A placeholder text that is displayed if the keybind is unbound</param>
/// <param name="inputName">An optional function to give each input a display name that is easier to read. If this is null, <see cref="GenericInput.ToString"/> is used.</param>
/// <param name="index">The index in the <paramref name="keybind"/> that the button should display. Note that, if the index is greater than the amount of combinations, combinations entered using this button will be stored at an earlier index.</param>
/// <returns>A keybind button with the given settings</returns>
public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, GenericInput unbindKey = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null) {
string GetCurrentName() {
var combination = keybind.GetCombinations().FirstOrDefault();
return combination?.ToString(" + ", inputName) ?? unboundPlaceholder;
}
public static Button KeybindButton(Anchor anchor, Vector2 size, Keybind keybind, InputHandler inputHandler, string activePlaceholder, GenericInput unbindKey = default, string unboundPlaceholder = "", Func<GenericInput, string> inputName = null, int index = 0) {
string GetCurrentName() => keybind.TryGetCombination(index, out var combination) ? combination.ToString(" + ", inputName) : unboundPlaceholder;
var button = new Button(anchor, size, GetCurrentName());
var active = false;
@ -148,18 +146,20 @@ namespace MLEM.Ui.Elements {
activeNext = false;
} else if (active) {
if (unbindKey != default && inputHandler.IsPressed(unbindKey)) {
keybind.Clear();
keybind.Remove((c, i) => i == index);
button.Text.Text = unboundPlaceholder;
active = false;
} else if (inputHandler.InputsPressed.Length > 0) {
var key = inputHandler.InputsPressed.FirstOrDefault(i => !i.IsModifier());
if (key != default) {
var mods = inputHandler.InputsDown.Where(i => i.IsModifier());
keybind.Remove((c, i) => i == 0).Add(key, mods.ToArray());
keybind.Remove((c, i) => i == index).Insert(index, key, mods.ToArray());
button.Text.Text = GetCurrentName();
active = false;
}
}
} else {
button.Text.Text = GetCurrentName();
}
};
return button;

View file

@ -47,7 +47,28 @@ namespace MLEM.Input {
/// <inheritdoc cref="Add(MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
public Keybind Add(GenericInput key, ModifierKey modifier) {
return this.Add(key, modifier.GetKeys().Select(m => (GenericInput) m).ToArray());
foreach (var mod in modifier.GetKeys())
this.Add(key, mod);
return this;
}
/// <summary>
/// Inserts a new key combination into the given <paramref name="index"/> of this keybind's combinations that can optionally be pressed for the keybind to trigger.
/// </summary>
/// <param name="index">The index to insert this combination into.</param>
/// <param name="key">The key to be pressed.</param>
/// <param name="modifiers">The modifier keys that have to be held down.</param>
/// <returns>This keybind, for chaining.</returns>
public Keybind Insert(int index, GenericInput key, params GenericInput[] modifiers) {
this.combinations = this.combinations.Take(index).Append(new Combination(key, modifiers)).Concat(this.combinations.Skip(index)).ToArray();
return this;
}
/// <inheritdoc cref="Insert(int,MLEM.Input.GenericInput,MLEM.Input.GenericInput[])"/>
public Keybind Insert(int index, GenericInput key, ModifierKey modifier) {
foreach (var mod in modifier.GetKeys().Reverse())
this.Insert(index, key, mod);
return this;
}
/// <summary>
@ -134,6 +155,22 @@ namespace MLEM.Input {
yield return combination;
}
/// <summary>
/// Tries to retrieve the combination at the given <paramref name="index"/> within this keybind.
/// </summary>
/// <param name="index">The index of the combination to retrieve.</param>
/// <param name="combination">The combination, or default if this method returns false.</param>
/// <returns>Whether the combination could be successfully retrieved or the index was out of bounds of this keybind's combination collection.</returns>
public bool TryGetCombination(int index, out Combination combination) {
if (index >= 0 && index < this.combinations.Length) {
combination = this.combinations[index];
return true;
} else {
combination = default;
return false;
}
}
/// <summary>
/// Converts this keybind into an easily human-readable string.
/// When using <see cref="ToString()"/>, this method is used with <paramref name="joiner"/> set to ", ".

View file

@ -304,6 +304,14 @@ namespace Sandbox {
var newPanel = new Panel(Anchor.TopLeft, new Vector2(200, 100), new Vector2(10, 10));
newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text"));
this.UiSystem.Add("Panel", newPanel);
var keybind = new Keybind(MouseButton.Left, ModifierKey.Shift);
var keybindPanel = new Panel(Anchor.BottomRight, new Vector2(100, 100), new Vector2(5));
for (var i = 0; i < 3; i++) {
var button = keybindPanel.AddChild(ElementHelper.KeybindButton(Anchor.AutoLeft, new Vector2(0.5F, 12), keybind, Input, "Press", Keys.Escape, index: i));
button.Text.TextScale = 0.1F;
}
this.UiSystem.Add("Keybinds", keybindPanel);
}
protected override void DoUpdate(GameTime gameTime) {