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https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
made scrolling a lot less intensive
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parent
cc66c453c5
commit
6766d769f4
2 changed files with 19 additions and 16 deletions
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@ -66,7 +66,7 @@ namespace MLEM.Ui.Elements {
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}
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public Rectangle ChildPaddedArea {
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get {
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var padded = this.Area;
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var padded = this.UnscrolledArea;
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padded.Location += this.ScaledChildPadding;
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padded.Width -= this.ScaledChildPadding.X * 2;
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padded.Height -= this.ScaledChildPadding.Y * 2;
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@ -120,12 +120,15 @@ namespace MLEM.Ui.Elements {
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public bool CanAutoAnchorsAttach = true;
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private Rectangle area;
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public Rectangle Area {
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public Rectangle UnscrolledArea {
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get {
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this.UpdateAreaIfDirty();
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return this.area;
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}
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}
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public Rectangle Area => this.UnscrolledArea.OffsetCopy(this.ScaledScrollOffset);
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public Point ScrollOffset;
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public Point ScaledScrollOffset => this.ScrollOffset.Multiply(this.Scale);
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public Rectangle DisplayArea {
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get {
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var padded = this.Area;
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@ -302,7 +305,7 @@ namespace MLEM.Ui.Elements {
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if (this.SetHeightBasedOnChildren && this.Children.Count > 0) {
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var lowest = this.GetLowestChild(false, true);
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var newHeight = (lowest.area.Bottom - pos.Y + this.ScaledChildPadding.Y) / this.Scale;
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var newHeight = (lowest.UnscrolledArea.Bottom - pos.Y + this.ScaledChildPadding.Y) / this.Scale;
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if (newHeight != this.size.Y) {
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this.size.Y = newHeight;
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if (this.Anchor > Anchor.TopRight)
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@ -318,7 +321,7 @@ namespace MLEM.Ui.Elements {
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}
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protected virtual Rectangle GetAreaForAutoAnchors() {
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return this.Area;
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return this.UnscrolledArea;
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}
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public Element GetLowestChild(bool hiddenAlso, bool unattachableAlso) {
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@ -330,7 +333,7 @@ namespace MLEM.Ui.Elements {
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continue;
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if (child.Anchor > Anchor.TopRight && child.Anchor < Anchor.AutoLeft)
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continue;
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if (lowest == null || child.Area.Bottom > lowest.Area.Bottom)
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if (lowest == null || child.UnscrolledArea.Bottom > lowest.UnscrolledArea.Bottom)
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lowest = child;
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}
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return lowest;
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@ -345,7 +348,7 @@ namespace MLEM.Ui.Elements {
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break;
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if (!hiddenAlso && child.IsHidden || !unattachableAlso && !child.CanAutoAnchorsAttach)
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continue;
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if (lowest == null || child.Area.Bottom >= lowest.Area.Bottom)
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if (lowest == null || child.UnscrolledArea.Bottom >= lowest.UnscrolledArea.Bottom)
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lowest = child;
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}
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return lowest;
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@ -24,16 +24,7 @@ namespace MLEM.Ui.Elements {
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var scrollSize = scrollerSize ?? Point.Zero;
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this.ScrollBar = new ScrollBar(Anchor.TopRight, new Vector2(scrollSize.X, 1), scrollSize.Y, 0) {
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StepPerScroll = 10,
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OnValueChanged = (element, value) => {
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// if there is only one child, then we have just the scroll bar
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if (this.Children.Count == 1)
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return;
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// the "real" first child is the scroll bar, which we want to ignore
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var firstChild = this.Children[1];
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// as all children have to be auto-aligned, moving the first one up will move all others
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firstChild.PositionOffset = new Vector2(firstChild.PositionOffset.X, -value.Floor());
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this.ForceUpdateArea();
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},
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OnValueChanged = (element, value) => this.ForceChildrenScroll(),
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CanAutoAnchorsAttach = false
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};
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this.AddChild(this.ScrollBar);
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@ -58,6 +49,7 @@ namespace MLEM.Ui.Elements {
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}
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base.ForceUpdateArea();
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this.ForceChildrenScroll();
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if (this.scrollOverflow) {
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// if there is only one child, then we have just the scroll bar
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@ -80,6 +72,14 @@ namespace MLEM.Ui.Elements {
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}
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}
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private void ForceChildrenScroll() {
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if (!this.scrollOverflow)
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return;
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var offset = -this.ScrollBar.CurrentValue.Floor();
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foreach (var child in this.GetChildren(c => c != this.ScrollBar, true))
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child.ScrollOffset = new Point(0, offset);
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, Point offset) {
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batch.Draw(this.Texture, this.DisplayArea.OffsetCopy(offset), Color.White * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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