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https://github.com/Ellpeck/MLEM.git
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remove some stuff from MlemGame so that you don't crash :^)
also make the uisystem know if it doesn't support text input natively
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parent
e04f2fbdd2
commit
7eeecc19d1
2 changed files with 11 additions and 19 deletions
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@ -26,16 +26,7 @@ namespace MLEM.Startup {
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SynchronizeWithVerticalRetrace = vsync
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};
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this.Content.RootDirectory = contentDir;
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this.Window.AllowUserResizing = allowResizing;
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this.Window.ClientSizeChanged += (win, args) => this.OnWindowSizeChange(this.GraphicsDevice.Viewport);
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this.Window.TextInput += (win, args) => this.OnTextInput(args.Key, args.Character);
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}
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public virtual void OnWindowSizeChange(Viewport viewport) {
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}
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public virtual void OnTextInput(Keys key, char character) {
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}
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protected override void LoadContent() {
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@ -44,11 +35,6 @@ namespace MLEM.Startup {
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this.UiSystem = new UiSystem(this.Window, this.GraphicsDevice, new UntexturedStyle(this.SpriteBatch), this.InputHandler);
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}
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protected override void Initialize() {
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base.Initialize();
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this.OnWindowSizeChange(this.GraphicsDevice.Viewport);
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}
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protected override void Update(GameTime gameTime) {
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base.Update(gameTime);
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@ -47,6 +47,7 @@ namespace MLEM.Ui {
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public BlendState BlendState;
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public SamplerState SamplerState = SamplerState.PointClamp;
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public UiControls Controls;
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public readonly bool SupportsTextInput;
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public UiSystem(GameWindow window, GraphicsDevice device, UiStyle style, InputHandler inputHandler = null) {
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this.Controls = new UiControls(this, inputHandler);
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@ -60,10 +61,15 @@ namespace MLEM.Ui {
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foreach (var root in this.rootElements)
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root.Element.ForceUpdateArea();
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};
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window.TextInput += (sender, args) => {
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foreach (var root in this.rootElements)
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root.Element.Propagate(e => e.OnTextInput?.Invoke(e, args.Key, args.Character));
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};
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try {
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window.TextInput += (sender, args) => {
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foreach (var root in this.rootElements)
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root.Element.Propagate(e => e.OnTextInput?.Invoke(e, args.Key, args.Character));
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};
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this.SupportsTextInput = true;
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} catch (TypeLoadException) {
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this.SupportsTextInput = false;
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}
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}
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public void Update(GameTime time) {
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