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https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 12:58:33 +01:00
made panels only draw and update their visible children
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parent
c5170917fb
commit
a048daefbf
2 changed files with 43 additions and 8 deletions
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@ -415,22 +415,26 @@ namespace MLEM.Ui.Elements {
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yield return parent;
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}
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protected virtual List<Element> GetRelevantChildren() {
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return this.SortedChildren;
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}
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public virtual void Update(GameTime time) {
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foreach (var child in this.SortedChildren)
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foreach (var child in this.GetRelevantChildren())
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child.Update(time);
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}
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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this.System.OnElementDrawn?.Invoke(this, time, batch, alpha);
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foreach (var child in this.SortedChildren) {
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden)
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child.Draw(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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}
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}
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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foreach (var child in this.SortedChildren) {
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden)
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child.DrawEarly(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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}
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@ -439,8 +443,9 @@ namespace MLEM.Ui.Elements {
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public virtual Element GetElementUnderPos(Point position) {
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if (this.IsHidden)
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return null;
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for (var i = this.SortedChildren.Count - 1; i >= 0; i--) {
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var element = this.SortedChildren[i].GetElementUnderPos(position);
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var children = this.GetRelevantChildren();
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for (var i = children.Count - 1; i >= 0; i--) {
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var element = children[i].GetElementUnderPos(position);
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if (element != null)
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return element;
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}
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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@ -14,6 +15,8 @@ namespace MLEM.Ui.Elements {
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public readonly ScrollBar ScrollBar;
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private readonly bool scrollOverflow;
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private RenderTarget2D renderTarget;
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private readonly List<Element> relevantChildren = new List<Element>();
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private bool relevantChildrenDirty;
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public Panel(Anchor anchor, Vector2 size, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, Point? scrollerSize = null) : base(anchor, size) {
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this.PositionOffset = positionOffset;
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@ -26,7 +29,7 @@ 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) => this.ForceChildrenScroll(),
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OnValueChanged = (element, value) => this.ScrollChildren(),
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CanAutoAnchorsAttach = false,
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AutoHideWhenEmpty = true
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};
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@ -61,7 +64,7 @@ namespace MLEM.Ui.Elements {
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}
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base.ForceUpdateArea();
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this.ForceChildrenScroll();
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this.ScrollChildren();
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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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@ -84,12 +87,39 @@ namespace MLEM.Ui.Elements {
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}
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}
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private void ForceChildrenScroll() {
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private void ScrollChildren() {
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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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this.relevantChildrenDirty = true;
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}
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public override void Update(GameTime time) {
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if (this.relevantChildrenDirty) {
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this.relevantChildrenDirty = false;
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var visible = this.GetRenderTargetArea();
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this.relevantChildren.Clear();
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foreach (var child in this.SortedChildren) {
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if (child.Area.Intersects(visible)) {
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this.relevantChildren.Add(child);
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} else {
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foreach (var c in child.GetChildren(regardGrandchildren: true)) {
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if (c.Area.Intersects(visible)) {
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this.relevantChildren.Add(child);
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break;
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}
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}
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}
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}
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}
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base.Update(time);
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}
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protected override List<Element> GetRelevantChildren() {
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return this.scrollOverflow ? this.relevantChildren : base.GetRelevantChildren();
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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