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added touch compatibility to the scroll bar, which makes touch input finished!

This commit is contained in:
Ellpeck 2019-08-31 19:32:22 +02:00
parent 3464fff6e5
commit 633c5b0097
6 changed files with 69 additions and 21 deletions

View file

@ -2,6 +2,7 @@ using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using MLEM.Extensions;
using MLEM.Input;
using MLEM.Textures;
@ -38,6 +39,12 @@ namespace MLEM.Ui.Elements {
public float StepPerScroll = 1;
public ValueChanged OnValueChanged;
private bool isMouseHeld;
private bool isDragging;
private bool isTouchHeld;
static ScrollBar() {
InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.VerticalDrag);
}
public ScrollBar(Anchor anchor, Vector2 size, int scrollerSize, float maxValue, bool horizontal = false) : base(anchor, size) {
this.maxValue = maxValue;
@ -48,29 +55,63 @@ namespace MLEM.Ui.Elements {
public override void Update(GameTime time) {
base.Update(time);
// MOUSE INPUT
var moused = this.Controls.MousedElement;
if (moused == this && this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) {
this.isMouseHeld = true;
} else if (this.isMouseHeld && !this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) {
this.isMouseHeld = false;
}
if (this.isMouseHeld) {
var mouse = this.Input.MousePosition;
if (this.Horizontal) {
var internalX = mouse.X - this.Area.X - this.ScrollerSize.X * this.Scale / 2;
this.CurrentValue = internalX / (this.Area.Width - this.ScrollerSize.X * this.Scale) * this.MaxValue;
} else {
var internalY = mouse.Y - this.Area.Y - this.ScrollerSize.Y * this.Scale / 2;
this.CurrentValue = internalY / (this.Area.Height - this.ScrollerSize.Y * this.Scale) * this.MaxValue;
}
}
if (this.isMouseHeld)
this.ScrollToPos(this.Input.MousePosition);
if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
if (scroll != 0)
this.CurrentValue += this.StepPerScroll * Math.Sign(scroll);
}
// TOUCH INPUT
if (!this.Horizontal) {
// are we dragging on top of the panel?
if (this.Input.GetGesture(GestureType.VerticalDrag, out var drag)) {
// if the element under the drag's start position is on top of the panel, start dragging
var touched = this.Parent.GetElementUnderPos(drag.Position.ToPoint());
if (touched != null && touched != this)
this.isDragging = true;
// if we're dragging at all, then move the scroller
if (this.isDragging)
this.CurrentValue -= drag.Delta.Y / this.Scale;
} else {
this.isDragging = false;
}
}
if (this.Input.TouchState.Count <= 0) {
// if no touch has occured this tick, then reset the variable
this.isTouchHeld = false;
} else {
foreach (var loc in this.Input.TouchState) {
// if we just started touching and are on top of the scroller, then we should start scrolling
if (this.DisplayArea.Contains(loc.Position) && !loc.TryGetPreviousLocation(out _)) {
this.isTouchHeld = true;
break;
}
// scroll no matter if we're on the scroller right now
if (this.isTouchHeld)
this.ScrollToPos(loc.Position.ToPoint());
}
}
}
private void ScrollToPos(Point position) {
if (this.Horizontal) {
var internalX = position.X - this.Area.X - this.ScrollerSize.X * this.Scale / 2;
this.CurrentValue = internalX / (this.Area.Width - this.ScrollerSize.X * this.Scale) * this.MaxValue;
} else {
var internalY = position.Y - this.Area.Y - this.ScrollerSize.Y * this.Scale / 2;
this.CurrentValue = internalY / (this.Area.Height - this.ScrollerSize.Y * this.Scale) * this.MaxValue;
}
}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, Point offset) {

View file

@ -5,7 +5,7 @@
<PropertyGroup>
<Authors>Ellpeck</Authors>
<Description>A Ui system that is part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame, featuring automatic anchoring, sizing and several ready-to-use element types</Description>
<Description>A mouse, keyboard and touch ready Ui system that features automatic anchoring, sizing and several ready-to-use element types. Part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame</Description>
<PackageTags>monogame ellpeck mlem ui user interface graphical gui system</PackageTags>
<PackageProjectUrl>https://github.com/Ellpeck/MLEM</PackageProjectUrl>
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>

View file

@ -23,7 +23,7 @@ namespace MLEM.Ui {
this.isInputOurs = inputHandler == null;
// enable all required gestures
this.Input.EnableGestures(GestureType.Tap, GestureType.Hold);
InputHandler.EnableGestures(GestureType.Tap, GestureType.Hold);
}
public void Update() {

View file

@ -176,11 +176,6 @@ namespace MLEM.Input {
return this.WasGamepadButtonUp(button, index) && this.IsGamepadButtonDown(button, index);
}
public void EnableGestures(params GestureType[] gestures) {
foreach (var gesture in gestures)
TouchPanel.EnabledGestures |= gesture;
}
public bool GetGesture(GestureType type, out GestureSample sample) {
foreach (var gesture in this.Gestures) {
if (gesture.GestureType == type) {
@ -221,6 +216,11 @@ namespace MLEM.Input {
throw new ArgumentException(nameof(control));
}
public static void EnableGestures(params GestureType[] gestures) {
foreach (var gesture in gestures)
TouchPanel.EnabledGestures |= gesture;
}
private static ButtonState GetState(MouseState state, MouseButton button) {
switch (button) {
case MouseButton.Left:

View file

@ -1,2 +1,4 @@
# MLEM
(M)LEM (L)ibrary by (E)llpeck for (M)onoGame
Get it at https://www.nuget.org/packages?q=mlem

View file

@ -27,10 +27,10 @@ namespace AndroidTests {
RadioCheckmark = new TextureRegion(tex, 32, 0, 8, 8)
};
this.UiSystem.Style = style;
this.UiSystem.GlobalScale = 10;
this.UiSystem.GlobalScale = 15;
this.UiSystem.AutoScaleWithScreen = true;
var panel = new Panel(Anchor.Center, new Vector2(100, 0), Vector2.Zero, true);
var panel = new Panel(Anchor.Center, new Vector2(100, 50), Vector2.Zero, false, true, new Point(5, 10));
this.UiSystem.Add("Panel", panel);
panel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "I am Android"));
@ -41,6 +41,11 @@ namespace AndroidTests {
});
panel.AddChild(new TextField(Anchor.AutoLeft, new Vector2(1, 10)) {PlaceholderText = "Tap to type"});
panel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Here is some text that makes it so that the panel is actually long enough for me to try out the scroll behavior."));
panel.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 10), 5, 100));
panel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Mauris sapien elit, congue sit amet condimentum in, hendrerit iaculis leo. Phasellus mollis turpis felis, ac finibus elit tincidunt quis. Vestibulum maximus, velit non consequat porttitor, quam diam consequat eros, in cursus nunc mi id dui. Vivamus semper neque at feugiat semper. Nunc ultrices egestas placerat. Proin lectus felis, rutrum quis porta vel, eleifend eget eros. Morbi porttitor massa finibus felis vestibulum, quis faucibus dui volutpat. Nam enim mi, euismod a pharetra vel, suscipit eu tortor. Integer vehicula ligula at consectetur dictum. Etiam fringilla volutpat est, id egestas nunc. Maecenas turpis felis, eleifend non felis a, fringilla lobortis nibh. Morbi rhoncus vestibulum dignissim. Ut posuere nulla ipsum, non condimentum dui posuere sit amet."));
}
protected override void DoDraw(GameTime gameTime) {