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https://github.com/Ellpeck/MLEM.git
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Added InputHandler mouse and touch position querying that preserves the game's viewport and fixed the graphics device's viewport being ignored for mouse and touch queries
Closes #1
This commit is contained in:
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ad2784a67e
commit
48b96a10a4
6 changed files with 69 additions and 17 deletions
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@ -17,6 +17,7 @@ Additions
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Improvements
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- Generify GenericFont's string drawing
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- Added InputHandler mouse and touch position querying that preserves the game's viewport
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Fixes
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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@ -40,6 +41,7 @@ Improvements
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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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- Fixed the graphics device's viewport being ignored for mouse and touch queries
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Removals
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- Marked StyleProp equality members as obsolete
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@ -137,14 +137,14 @@ namespace MLEM.Ui.Elements {
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// MOUSE INPUT
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var moused = this.Controls.MousedElement;
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if (moused == this && this.Controls.Input.IsMouseButtonPressed(MouseButton.Left)) {
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if (moused == this && this.Input.IsMouseButtonPressed(MouseButton.Left)) {
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this.isMouseHeld = true;
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this.scrollStartOffset = this.TransformInverseAll(this.Input.MousePosition.ToVector2()) - this.ScrollerPosition;
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} else if (this.isMouseHeld && !this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) {
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this.scrollStartOffset = this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()) - this.ScrollerPosition;
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} else if (this.isMouseHeld && !this.Input.IsMouseButtonDown(MouseButton.Left)) {
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this.isMouseHeld = false;
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}
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if (this.isMouseHeld)
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this.ScrollToPos(this.TransformInverseAll(this.Input.MousePosition.ToVector2()));
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this.ScrollToPos(this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()));
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if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
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var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
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if (scroll != 0)
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@ -154,7 +154,7 @@ namespace MLEM.Ui.Elements {
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// TOUCH INPUT
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if (!this.Horizontal) {
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// are we dragging on top of the panel?
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if (this.Input.GetGesture(GestureType.VerticalDrag, out var drag)) {
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if (this.Input.GetViewportGesture(GestureType.VerticalDrag, out var drag)) {
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// if the element under the drag's start position is on top of the panel, start dragging
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var touched = this.Parent.GetElementUnderPos(this.TransformInverseAll(drag.Position));
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if (touched != null && touched != this)
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@ -167,11 +167,11 @@ namespace MLEM.Ui.Elements {
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this.isDragging = false;
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}
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}
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if (this.Input.TouchState.Count <= 0) {
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if (this.Input.ViewportTouchState.Count <= 0) {
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// if no touch has occured this tick, then reset the variable
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this.isTouchHeld = false;
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} else {
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foreach (var loc in this.Input.TouchState) {
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foreach (var loc in this.Input.ViewportTouchState) {
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var pos = this.TransformInverseAll(loc.Position);
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// if we just started touching and are on top of the scroller, then we should start scrolling
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if (this.DisplayArea.Contains(pos) && !loc.TryGetPreviousLocation(out _)) {
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@ -91,7 +91,7 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public void SnapPositionToMouse() {
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var viewport = this.System.Viewport;
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var offset = (this.Input.MousePosition.ToVector2() + this.MouseOffset.Value) / this.Scale;
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var offset = (this.Input.ViewportMousePosition.ToVector2() + this.MouseOffset.Value) / this.Scale;
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if (offset.X < viewport.X)
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offset.X = viewport.X;
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if (offset.Y < viewport.Y)
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@ -143,7 +143,7 @@ namespace MLEM.Ui {
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// MOUSE INPUT
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if (this.HandleMouse) {
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var mousedNow = this.GetElementUnderPos(this.Input.MousePosition.ToVector2());
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var mousedNow = this.GetElementUnderPos(this.Input.ViewportMousePosition.ToVector2());
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this.SetMousedElement(mousedNow);
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if (this.Input.IsMouseButtonPressed(MouseButton.Left)) {
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@ -184,22 +184,22 @@ namespace MLEM.Ui {
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// TOUCH INPUT
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if (this.HandleTouch) {
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if (this.Input.GetGesture(GestureType.Tap, out var tap)) {
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if (this.Input.GetViewportGesture(GestureType.Tap, out var tap)) {
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this.IsAutoNavMode = false;
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var tapped = this.GetElementUnderPos(tap.Position);
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this.SelectElement(this.ActiveRoot, tapped);
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if (tapped != null && tapped.CanBePressed)
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this.System.InvokeOnElementPressed(tapped);
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} else if (this.Input.GetGesture(GestureType.Hold, out var hold)) {
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} else if (this.Input.GetViewportGesture(GestureType.Hold, out var hold)) {
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this.IsAutoNavMode = false;
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var held = this.GetElementUnderPos(hold.Position);
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this.SelectElement(this.ActiveRoot, held);
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if (held != null && held.CanBePressed)
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this.System.InvokeOnElementSecondaryPressed(held);
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} else if (this.Input.TouchState.Count <= 0) {
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} else if (this.Input.ViewportTouchState.Count <= 0) {
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this.SetTouchedElement(null);
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} else {
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foreach (var location in this.Input.TouchState) {
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foreach (var location in this.Input.ViewportTouchState) {
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var element = this.GetElementUnderPos(location.Position);
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if (location.State == TouchLocationState.Pressed) {
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// start touching an element if we just touched down on it
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Misc;
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@ -16,7 +17,7 @@ namespace MLEM.Input {
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/// <summary>
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/// Contains all of the gestures that have finished during the last update call.
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/// To easily query these gestures, use <see cref="GetGesture"/>
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/// To easily query these gestures, use <see cref="GetGesture"/> or <see cref="GetViewportGesture"/>.
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/// </summary>
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public readonly ReadOnlyCollection<GestureSample> Gestures;
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@ -79,6 +80,14 @@ namespace MLEM.Input {
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/// </summary>
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public TouchCollection TouchState { get; private set; }
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/// <summary>
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/// Contains the <see cref="LastTouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
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/// </summary>
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public IList<TouchLocation> LastViewportTouchState { get; private set; }
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/// <summary>
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/// Contains the <see cref="TouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
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/// </summary>
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public IList<TouchLocation> ViewportTouchState { get; private set; }
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/// <summary>
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/// Contains the amount of gamepads that are currently connected.
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/// This field is automatically updated in <see cref="Update()"/>
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/// </summary>
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@ -92,13 +101,21 @@ namespace MLEM.Input {
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/// </summary>
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public MouseState MouseState { get; private set; }
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/// <summary>
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/// Contains the position of the mouse from the last update call, extracted from <see cref="LastMouseState"/>
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/// </summary>
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public Point LastMousePosition => this.LastMouseState.Position;
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/// <summary>
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/// Contains the <see cref="LastMousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
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/// </summary>
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public Point LastViewportMousePosition => this.LastMousePosition + this.ViewportOffset;
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/// <summary>
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/// Contains the current position of the mouse, extracted from <see cref="MouseState"/>
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/// </summary>
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public Point MousePosition => this.MouseState.Position;
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/// <summary>
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/// Contains the position of the mouse from the last update call, extracted from <see cref="LastMouseState"/>
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/// Contains the <see cref="MousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
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/// </summary>
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public Point LastMousePosition => this.LastMouseState.Position;
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public Point ViewportMousePosition => this.MousePosition + this.ViewportOffset;
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/// <summary>
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/// Contains the current scroll wheel value, in increments of 120
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/// </summary>
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@ -125,6 +142,7 @@ namespace MLEM.Input {
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private readonly List<GenericInput> inputsDownAccum = new List<GenericInput>();
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private readonly List<GestureSample> gestures = new List<GestureSample>();
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private Point ViewportOffset => new Point(-this.Game.GraphicsDevice.Viewport.X, -this.Game.GraphicsDevice.Viewport.Y);
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private DateTime heldKeyStart;
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private DateTime lastKeyRepeat;
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private bool triggerKeyRepeat;
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@ -267,7 +285,17 @@ namespace MLEM.Input {
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if (this.HandleTouch) {
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this.LastTouchState = this.TouchState;
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this.LastViewportTouchState = this.ViewportTouchState;
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this.TouchState = active ? TouchPanel.GetState() : default;
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this.ViewportTouchState = this.TouchState;
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if (this.ViewportTouchState.Count > 0 && this.ViewportOffset != Point.Zero) {
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for (var i = 0; i < this.ViewportTouchState.Count; i++) {
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var touch = this.ViewportTouchState[i];
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touch.TryGetPreviousLocation(out var previous);
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this.ViewportTouchState[i] = new TouchLocation(touch.Id, touch.State, touch.Position + this.ViewportOffset.ToVector2(), previous.State, previous.Position + this.ViewportOffset.ToVector2());
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}
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}
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this.gestures.Clear();
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while (active && TouchPanel.IsGestureAvailable)
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@ -512,6 +540,22 @@ namespace MLEM.Input {
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return false;
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}
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/// <summary>
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/// Queries for a gesture of the given type that finished during the current update call.
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/// Unlike <see cref="GetGesture"/>, the return value of this method takes the <see cref="GraphicsDevice.Viewport"/> into account.
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/// </summary>
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/// <param name="type">The type of gesture to query for</param>
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/// <param name="sample">The resulting gesture sample with the <see cref="GraphicsDevice.Viewport"/> taken into account, or default if there isn't one</param>
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/// <returns>True if a gesture of the type was found, otherwise false</returns>
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public bool GetViewportGesture(GestureType type, out GestureSample sample) {
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if (this.GetGesture(type, out var original)) {
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sample = new GestureSample(original.GestureType, original.Timestamp, original.Position + this.ViewportOffset.ToVector2(), original.Position2 + this.ViewportOffset.ToVector2(), original.Delta, original.Delta2);
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return true;
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}
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sample = default;
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return false;
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}
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/// <summary>
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/// Returns if a given control of any kind is down.
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/// This is a helper function that can be passed a <see cref="Keys"/>, <see cref="Buttons"/> or <see cref="MouseButton"/>.
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@ -22,6 +22,7 @@ using MLEM.Ui;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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using MonoGame.Extended.Tiled;
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using MonoGame.Extended.ViewportAdapters;
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namespace Sandbox {
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public class GameImpl : MlemGame {
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@ -298,6 +299,11 @@ namespace Sandbox {
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}
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this.SpriteBatch.End();
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};
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var viewport = new BoxingViewportAdapter(this.Window, this.GraphicsDevice, 1280, 720);
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var newPanel = new Panel(Anchor.TopLeft, new Vector2(200, 100), new Vector2(10, 10));
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newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text"));
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this.UiSystem.Add("Panel", newPanel);
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}
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protected override void DoUpdate(GameTime gameTime) {
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@ -307,7 +313,7 @@ namespace Sandbox {
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var delta = this.InputHandler.ScrollWheel - this.InputHandler.LastScrollWheel;
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if (delta != 0) {
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this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.MousePosition.ToVector2());
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this.camera.Zoom(0.1F * Math.Sign(delta), this.InputHandler.ViewportMousePosition.ToVector2());
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}
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/*if (Input.InputsDown.Length > 0)
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