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improve gamepad priority calculation
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parent
d5f3453c71
commit
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2 changed files with 8 additions and 6 deletions
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@ -387,7 +387,7 @@ namespace MLEM.Ui {
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continue;
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continue;
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var distSq = child.Area.DistanceSquared(this.SelectedElement.Area);
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var distSq = child.Area.DistanceSquared(this.SelectedElement.Area);
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// both distance and angle play a role in a destination button's priority, so we combine them
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// both distance and angle play a role in a destination button's priority, so we combine them
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var priority = distSq * (angle / MathHelper.TwoPi + 1);
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var priority = (distSq + 1) * (angle / MathHelper.PiOver2 + 1);
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if (closest == null || priority < closestPriority) {
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if (closest == null || priority < closestPriority) {
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closest = child;
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closest = child;
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closestPriority = priority;
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closestPriority = priority;
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@ -305,11 +305,13 @@ namespace Sandbox {
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newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text"));
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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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this.UiSystem.Add("Panel", newPanel);
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var keybind = new Keybind(MouseButton.Left, ModifierKey.Shift);
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var keybindPanel = new Panel(Anchor.BottomRight, new Vector2(130, 150), new Vector2(5));
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var keybindPanel = new Panel(Anchor.BottomRight, new Vector2(100, 100), new Vector2(5));
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for (var i = 0; i < 15; i++) {
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for (var i = 0; i < 3; i++) {
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var button = keybindPanel.AddChild(new Button(default, default, i.ToString()));
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var button = keybindPanel.AddChild(ElementHelper.KeybindButton(Anchor.AutoLeft, new Vector2(0.5F, 12), keybind, Input, "Press", Keys.Escape, index: i));
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button.Anchor = Anchor.AutoInline;
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button.Text.TextScale = 0.1F;
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button.Padding = new Padding(0.5F);
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button.SetHeightBasedOnChildren = false;
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button.Size = new Vector2(30, 50);
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}
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}
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this.UiSystem.Add("Keybinds", keybindPanel);
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this.UiSystem.Add("Keybinds", keybindPanel);
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}
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}
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