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improve gamepad priority calculation

This commit is contained in:
Ell 2022-03-14 15:59:22 +01:00
parent d5f3453c71
commit 8fa94f1186
2 changed files with 8 additions and 6 deletions

View file

@ -387,7 +387,7 @@ namespace MLEM.Ui {
continue; continue;
var distSq = child.Area.DistanceSquared(this.SelectedElement.Area); var distSq = child.Area.DistanceSquared(this.SelectedElement.Area);
// both distance and angle play a role in a destination button's priority, so we combine them // both distance and angle play a role in a destination button's priority, so we combine them
var priority = distSq * (angle / MathHelper.TwoPi + 1); var priority = (distSq + 1) * (angle / MathHelper.PiOver2 + 1);
if (closest == null || priority < closestPriority) { if (closest == null || priority < closestPriority) {
closest = child; closest = child;
closestPriority = priority; closestPriority = priority;

View file

@ -305,11 +305,13 @@ namespace Sandbox {
newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text")); newPanel.AddChild(new Button(Anchor.TopLeft, new Vector2(100, 20), "Text", "Tooltip text"));
this.UiSystem.Add("Panel", newPanel); this.UiSystem.Add("Panel", newPanel);
var keybind = new Keybind(MouseButton.Left, ModifierKey.Shift); var keybindPanel = new Panel(Anchor.BottomRight, new Vector2(130, 150), new Vector2(5));
var keybindPanel = new Panel(Anchor.BottomRight, new Vector2(100, 100), new Vector2(5)); for (var i = 0; i < 15; i++) {
for (var i = 0; i < 3; i++) { var button = keybindPanel.AddChild(new Button(default, default, i.ToString()));
var button = keybindPanel.AddChild(ElementHelper.KeybindButton(Anchor.AutoLeft, new Vector2(0.5F, 12), keybind, Input, "Press", Keys.Escape, index: i)); button.Anchor = Anchor.AutoInline;
button.Text.TextScale = 0.1F; button.Padding = new Padding(0.5F);
button.SetHeightBasedOnChildren = false;
button.Size = new Vector2(30, 50);
} }
this.UiSystem.Add("Keybinds", keybindPanel); this.UiSystem.Add("Keybinds", keybindPanel);
} }