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https://github.com/Ellpeck/MLEM.git
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fixed some panel issues
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parent
3723c3ec97
commit
cb7abbbbef
2 changed files with 29 additions and 30 deletions
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@ -82,7 +82,8 @@ namespace MLEM.Ui.Elements {
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget != null)
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this.renderTarget.Dispose();
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this.renderTarget = new RenderTarget2D(this.System.GraphicsDevice, targetArea.Width, targetArea.Height);
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var empty = targetArea.Width <= 0 || targetArea.Height <= 0;
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this.renderTarget = empty ? null : new RenderTarget2D(this.System.GraphicsDevice, targetArea.Width, targetArea.Height);
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}
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}
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}
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@ -97,6 +98,7 @@ namespace MLEM.Ui.Elements {
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}
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public override void Update(GameTime time) {
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base.Update(time);
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if (this.relevantChildrenDirty) {
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this.relevantChildrenDirty = false;
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@ -115,7 +117,6 @@ namespace MLEM.Ui.Elements {
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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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@ -1,6 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Coroutine;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Cameras;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Tiled;
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@ -16,11 +19,6 @@ using MonoGame.Extended.Tiled;
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namespace Sandbox {
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public class GameImpl : MlemGame {
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private Camera camera;
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private TiledMap map;
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private IndividualTiledMapRenderer mapRenderer;
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private ProgressBar progress;
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public GameImpl() {
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this.IsMouseVisible = true;
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}
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@ -28,15 +26,6 @@ namespace Sandbox {
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protected override void LoadContent() {
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base.LoadContent();
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this.map = LoadContent<TiledMap>("Tiled/Map");
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this.mapRenderer = new IndividualTiledMapRenderer(this.map);
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this.camera = new Camera(this.GraphicsDevice) {
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AutoScaleWithScreen = true,
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Scale = 2,
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LookingPosition = new Vector2(25, 25) * this.map.GetTileSize()
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};
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var tex = LoadContent<Texture2D>("Textures/Test");
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this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
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Font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")),
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@ -48,27 +37,36 @@ namespace Sandbox {
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this.UiSystem.AutoScaleWithScreen = true;
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this.UiSystem.GlobalScale = 5;
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var root = new Panel(Anchor.Center, new Vector2(50, 50), Vector2.Zero);
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this.UiSystem.Add("Root", root);
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var group = root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 10)));
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group.AddChild(new Button(Anchor.AutoLeft, Vector2.One, "Test text"));
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var screen = new Panel(Anchor.Center, new Vector2(200, 100), Vector2.Zero, false, true, new Point(5, 10));
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screen.IsHidden = false;
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screen.OnUpdated += (element, time) => {
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if (this.InputHandler.IsKeyPressed(Keys.Escape))
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CoroutineHandler.Start(PlayAnimation(screen));
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};
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this.UiSystem.Add("Screen", screen);
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this.progress = new ProgressBar(Anchor.Center, new Vector2(0.8F, 0.5F), Direction2.Down, 1);
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this.progress.Texture.Set(new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8));
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this.progress.ProgressTexture.Set(new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4));
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this.UiSystem.Add("Progress", this.progress);
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for (var i = 0; i < 100; i++) {
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screen.AddChild(new Button(Anchor.AutoLeft, new Vector2(1, 10), i.ToString()));
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}
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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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this.progress.CurrentValue = (float) (Math.Sin(gameTime.TotalGameTime.TotalSeconds / 2) + 1) / 2;
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private static IEnumerator<Wait> PlayAnimation(Panel screen) {
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var show = screen.IsHidden;
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screen.IsHidden = false;
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var time = 0;
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const float total = 200;
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while (time <= total) {
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yield return new WaitEvent(CoroutineEvents.Update);
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var percent = show ? time / total : 1 - time / total;
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screen.Root.Scale = percent;
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time++;
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}
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if (!show)
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screen.IsHidden = true;
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}
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protected override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.Black);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, this.camera.ViewMatrix);
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this.mapRenderer.Draw(this.SpriteBatch, this.camera.GetVisibleRectangle());
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this.SpriteBatch.End();
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base.DoDraw(gameTime);
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}
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