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Added Panel.ScrollToElement
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parent
d6a51776e5
commit
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2 changed files with 64 additions and 46 deletions
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@ -32,6 +32,7 @@ Additions
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- Added Element.AutoSizeAddedAbsolute to allow for more granular control of auto-sizing
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- Added Element.OnAddedToUi and Element.OnRemovedFromUi
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- Added ScrollBar.MouseDragScrolling
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- Added Panel.ScrollToElement
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Improvements
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- Allow elements to auto-adjust their size even when their children are aligned oddly
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@ -84,9 +84,7 @@ namespace MLEM.Ui.Elements {
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return;
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if (e == null || !e.GetParentTree().Contains(this))
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return;
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var firstChild = this.Children.FirstOrDefault(c => c != this.ScrollBar);
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if (firstChild != null)
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this.ScrollBar.CurrentValue = (e.Area.Center.Y - this.Area.Height / 2 - firstChild.Area.Top) / e.Scale + this.ChildPadding.Value.Height / 2;
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this.ScrollToElement(e);
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};
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this.AddChild(this.ScrollBar);
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}
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@ -116,15 +114,6 @@ namespace MLEM.Ui.Elements {
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this.ScrollSetup();
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}
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private void ScrollChildren() {
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if (!this.scrollOverflow)
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return;
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// we ignore false grandchildren so that the children of the scroll bar stay in place
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foreach (var child in this.GetChildren(c => c != this.ScrollBar, true, true))
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child.ScrollOffset.Y = -this.ScrollBar.CurrentValue;
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this.relevantChildrenDirty = true;
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}
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/// <inheritdoc />
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public override void ForceUpdateSortedChildren() {
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base.ForceUpdateSortedChildren();
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@ -144,26 +133,6 @@ namespace MLEM.Ui.Elements {
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base.RemoveChildren(e => e != this.ScrollBar && (condition == null || condition(e)));
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}
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/// <inheritdoc />
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protected override IList<Element> GetRelevantChildren() {
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var relevant = base.GetRelevantChildren();
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if (this.scrollOverflow) {
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if (this.relevantChildrenDirty)
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this.ForceUpdateRelevantChildren();
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relevant = this.relevantChildren;
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}
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return relevant;
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}
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/// <inheritdoc />
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protected override void OnChildAreaDirty(Element child, bool grandchild) {
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base.OnChildAreaDirty(child, grandchild);
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// we only need to scroll when a grandchild changes, since all of our children are forced
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// to be auto-anchored and so will automatically propagate their changes up to us
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if (grandchild)
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this.ScrollChildren();
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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// draw children onto the render target if we have one
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@ -208,11 +177,32 @@ namespace MLEM.Ui.Elements {
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return base.GetElementUnderPos(position);
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}
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private RectangleF GetRenderTargetArea() {
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var area = this.ChildPaddedArea;
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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return area;
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/// <inheritdoc />
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public override void Dispose() {
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if (this.renderTarget != null) {
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this.renderTarget.Dispose();
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this.renderTarget = null;
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}
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base.Dispose();
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}
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/// <summary>
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/// Scrolls this panel's <see cref="ScrollBar"/> to the given <see cref="Element"/> in such a way that its center is positioned in the center of this panel.
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/// </summary>
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/// <param name="element">The element to scroll to.</param>
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public void ScrollToElement(Element element) {
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this.ScrollToElement(element.Area.Center.Y);
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}
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/// <summary>
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/// Scrolls this panel's <see cref="ScrollBar"/> to the given <paramref name="elementY"/> coordinate in such a way that the coordinate is positioned in the center of this panel.
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/// </summary>
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/// <param name="elementY">The y coordinate to scroll to, which should have this element's <see cref="Element.Scale"/> applied.</param>
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public void ScrollToElement(float elementY) {
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var firstChild = this.Children.FirstOrDefault(c => c != this.ScrollBar);
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if (firstChild == null)
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return;
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this.ScrollBar.CurrentValue = (elementY - this.Area.Height / 2 - firstChild.Area.Top) / this.Scale + this.ChildPadding.Value.Height / 2;
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}
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/// <inheritdoc />
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@ -226,6 +216,26 @@ namespace MLEM.Ui.Elements {
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this.SetScrollBarStyle();
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}
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/// <inheritdoc />
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protected override IList<Element> GetRelevantChildren() {
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var relevant = base.GetRelevantChildren();
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if (this.scrollOverflow) {
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if (this.relevantChildrenDirty)
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this.ForceUpdateRelevantChildren();
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relevant = this.relevantChildren;
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}
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return relevant;
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}
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/// <inheritdoc />
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protected override void OnChildAreaDirty(Element child, bool grandchild) {
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base.OnChildAreaDirty(child, grandchild);
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// we only need to scroll when a grandchild changes, since all of our children are forced
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// to be auto-anchored and so will automatically propagate their changes up to us
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if (grandchild)
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this.ScrollChildren();
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}
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/// <summary>
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/// Prepares the panel for auto-scrolling, creating the render target and setting up the scroll bar's maximum value.
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/// </summary>
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@ -274,15 +284,6 @@ namespace MLEM.Ui.Elements {
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}
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}
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/// <inheritdoc />
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public override void Dispose() {
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if (this.renderTarget != null) {
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this.renderTarget.Dispose();
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this.renderTarget = null;
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}
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base.Dispose();
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}
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private void SetScrollBarStyle() {
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if (this.ScrollBar == null)
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return;
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@ -309,5 +310,21 @@ namespace MLEM.Ui.Elements {
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}
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}
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private RectangleF GetRenderTargetArea() {
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var area = this.ChildPaddedArea;
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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return area;
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}
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private void ScrollChildren() {
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if (!this.scrollOverflow)
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return;
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// we ignore false grandchildren so that the children of the scroll bar stay in place
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foreach (var child in this.GetChildren(c => c != this.ScrollBar, true, true))
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child.ScrollOffset.Y = -this.ScrollBar.CurrentValue;
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this.relevantChildrenDirty = true;
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}
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}
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}
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