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Added UiAnimation system
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4 changed files with 150 additions and 14 deletions
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@ -38,6 +38,7 @@ Removals
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### MLEM.Ui
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Additions
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- Added AutoInlineCenter and AutoInlineBottom anchors
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- Added UiAnimation system
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Improvements
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- Increased Element area calculation recursion limit to 64
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@ -164,21 +164,13 @@ namespace Demos {
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PositionOffset = new Vector2(0, 1)
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});
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// Another button that shows animations!
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var fancyHoverTimer = 0D;
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var fancyButton = this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Fancy Hover") {
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this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Fancy Hover") {
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PositionOffset = new Vector2(0, 1),
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OnUpdated = (e, time) => {
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if (e.IsMouseOver && fancyHoverTimer <= 0.5F)
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return;
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if (fancyHoverTimer > 0) {
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fancyHoverTimer -= time.ElapsedGameTime.TotalSeconds * 3;
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e.ScaleTransform(1 + (float) Math.Sin(fancyHoverTimer * MathHelper.Pi) * 0.05F);
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} else {
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e.Transform = Matrix.Identity;
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}
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MouseEnterAnimation = new UiAnimation(0.15, (a, e, p) => e.ScaleTransform(1 + Easings.OutSine(p) * 0.05F)),
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MouseExitAnimation = new UiAnimation(0.15, (a, e, p) => e.ScaleTransform(1 + Easings.OutSine.ReverseOutput()(p) * 0.05F)) {
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Finished = (a, e) => e.Transform = Matrix.Identity
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}
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});
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fancyButton.OnMouseEnter += e => fancyHoverTimer = 1;
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this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Transform Ui", "This button causes the entire ui to be transformed (both in positioning, rotation and scale)") {
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OnPressed = element => {
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if (element.Root.Transform == Matrix.Identity) {
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@ -379,6 +379,14 @@ namespace MLEM.Ui.Elements {
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// A <see cref="UiAnimation"/> that is played when the mouse enters this element, in <see cref="OnMouseEnter"/>.
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/// </summary>
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public StyleProp<UiAnimation> MouseEnterAnimation;
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/// <summary>
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/// A <see cref="UiAnimation"/> that is played when the mouse exits this element, in <see cref="OnMouseExit"/>.
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/// </summary>
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public StyleProp<UiAnimation> MouseExitAnimation;
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/// <summary>
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/// Event that is called after this element is drawn, but before its children are drawn
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@ -490,6 +498,12 @@ namespace MLEM.Ui.Elements {
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/// Use <see cref="AddChild{T}"/> or <see cref="RemoveChild"/> to manipulate this list while calling all of the necessary callbacks.
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/// </summary>
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protected readonly IList<Element> Children;
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/// <summary>
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/// A list of all of the <see cref="UiAnimation"/> instances that are currently playing.
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/// You can modify this collection through <see cref="PlayAnimation"/> and <see cref="StopAnimation"/>.
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/// </summary>
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protected readonly List<UiAnimation> PlayingAnimations = new List<UiAnimation>();
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/// <summary>
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/// A sorted version of <see cref="Children"/>. The children are sorted by their <see cref="Priority"/>.
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/// </summary>
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@ -541,8 +555,16 @@ namespace MLEM.Ui.Elements {
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this.size = size;
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this.Children = new ReadOnlyCollection<Element>(this.children);
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this.GetTabNextElement = (backward, next) => next;
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this.GetGamepadNextElement = (dir, next) => next;
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this.GetTabNextElement += (backward, next) => next;
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this.GetGamepadNextElement += (dir, next) => next;
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this.OnMouseEnter += e => {
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if (e.MouseEnterAnimation.HasValue())
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e.PlayAnimation(e.MouseEnterAnimation);
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};
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this.OnMouseExit += e => {
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if (e.MouseExitAnimation.HasValue())
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e.PlayAnimation(e.MouseExitAnimation);
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};
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this.SetAreaDirty();
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this.SetSortedChildrenDirty();
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@ -1028,6 +1050,14 @@ namespace MLEM.Ui.Elements {
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public virtual void Update(GameTime time) {
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this.System.InvokeOnElementUpdated(this, time);
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for (var i = this.PlayingAnimations.Count - 1; i >= 0; i--) {
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var anim = this.PlayingAnimations[i];
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if (anim.Update(this, time)) {
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anim.OnFinished(this);
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this.PlayingAnimations.RemoveAt(i);
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}
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}
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// update all sorted children, not just relevant ones, because they might become relevant or irrelevant through updates
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foreach (var child in this.SortedChildren) {
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if (child.System != null)
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@ -1170,6 +1200,33 @@ namespace MLEM.Ui.Elements {
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return this.CanBeMoused && this.DisplayArea.Contains(position) ? this : null;
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}
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/// <summary>
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/// Plays the given <see cref="UiAnimation"/> on this element, causing it to be added to the <see cref="PlayingAnimations"/> and updated in <see cref="Update"/>.
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/// If the given <paramref name="animation"/> is already playing on this element, it will be restarted.
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/// </summary>
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/// <param name="animation">The animation to play.</param>
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public virtual void PlayAnimation(UiAnimation animation) {
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if (this.PlayingAnimations.Contains(animation)) {
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// if we're already playing this animation, just restart it
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animation.OnFinished(this);
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} else {
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this.PlayingAnimations.Add(animation);
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}
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}
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/// <summary>
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/// Stops the given <see cref="UiAnimation"/> on this element, causing it to be removed from the <see cref="PlayingAnimations"/> and <see cref="UiAnimation.OnFinished"/> to be invoked.
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/// </summary>
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/// <param name="animation">The animation to stop.</param>
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/// <returns>Whether the animation was present in this element's <see cref="PlayingAnimations"/>.</returns>
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public virtual bool StopAnimation(UiAnimation animation) {
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if (this.PlayingAnimations.Remove(animation)) {
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animation.OnFinished(this);
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return true;
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}
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return false;
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}
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/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
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[Obsolete("Dispose will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
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public virtual void Dispose() {
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86
MLEM.Ui/UiAnimation.cs
Normal file
86
MLEM.Ui/UiAnimation.cs
Normal file
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@ -0,0 +1,86 @@
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using System;
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using Microsoft.Xna.Framework;
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using MLEM.Misc;
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using MLEM.Ui.Elements;
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namespace MLEM.Ui {
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/// <summary>
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/// A ui animation is a simple timed event that an <see cref="Element"/> in a <see cref="UiSystem"/> can use to play a visual or other type of animation.
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/// To use ui animations, you can use <see cref="Element.PlayAnimation"/>, or one of the built-in style properties like <see cref="Element.MouseEnterAnimation"/> or <see cref="Element.MouseExitAnimation"/>.
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/// </summary>
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public class UiAnimation : GenericDataHolder {
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/// <summary>
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/// The total time that this ui animation plays for.
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/// </summary>
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public readonly TimeSpan TotalTime;
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/// <summary>
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/// The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.
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/// </summary>
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public readonly AnimationFunction Function;
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/// <summary>
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/// An event that is raised when this ui animation is (re)started in <see cref="Update"/>.
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/// </summary>
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public Action<UiAnimation, Element> Started;
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/// <summary>
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/// An event that is raised when this ui animation is stopped or finished through <see cref="OnFinished"/>.
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/// </summary>
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public Action<UiAnimation, Element> Finished;
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/// <summary>
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/// The current time that this ui animation has been playing for, out of the <see cref="TotalTime"/>.
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/// </summary>
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public TimeSpan CurrentTime { get; private set; }
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/// <summary>
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/// Creates a new ui animation with the given settings.
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/// </summary>
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/// <param name="seconds">The amount of seconds that this ui animation should play for.</param>
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/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
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public UiAnimation(double seconds, AnimationFunction function) : this(TimeSpan.FromSeconds(seconds), function) {}
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/// <summary>
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/// Creates a new ui animation with the given settings.
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/// </summary>
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/// <param name="totalTime">The <see cref="TotalTime"/> that this ui animation should play for.</param>
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/// <param name="function">The <see cref="AnimationFunction"/> that is invoked every <see cref="Update"/>.</param>
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public UiAnimation(TimeSpan totalTime, AnimationFunction function) {
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this.TotalTime = totalTime;
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this.Function = function;
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}
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/// <summary>
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/// Updates this ui animation, invoking its <see cref="Started"/> event if necessary, increasing its <see cref="CurrentTime"/> and invoking its <see cref="Function"/>.
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/// This method is called by an <see cref="Element"/> in <see cref="Element.Update"/>.
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/// </summary>
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/// <param name="element">The element that this ui animation is attached to.</param>
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/// <param name="time">The game's current time.</param>
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/// <returns>Whether this animation is ready to finish, that is, if its <see cref="CurrentTime"/> is greater than or equal to its <see cref="TotalTime"/>.</returns>
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public virtual bool Update(Element element, GameTime time) {
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if (this.CurrentTime <= TimeSpan.Zero)
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this.Started?.Invoke(this, element);
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this.CurrentTime += time.ElapsedGameTime;
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this.Function?.Invoke(this, element, this.CurrentTime.Ticks / (float) this.TotalTime.Ticks);
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return this.CurrentTime >= this.TotalTime;
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}
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/// <summary>
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/// Causes this ui animation's <see cref="Finished"/> event to be raised, and sets the <see cref="CurrentTime"/> to <see cref="TimeSpan.Zero"/>.
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/// This allows the animation to play from the start again.
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/// This method is invoked automatically when <see cref="Update"/> returns <see langword="true"/> in <see cref="Element.Update"/>, as well as in <see cref="Element.StopAnimation"/>.
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/// </summary>
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/// <param name="element"></param>
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public virtual void OnFinished(Element element) {
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this.Finished?.Invoke(this, element);
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this.CurrentTime = TimeSpan.Zero;
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}
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/// <summary>
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/// A delegate method used by <see cref="UiAnimation.Function"/>.
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/// </summary>
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public delegate void AnimationFunction(UiAnimation animation, Element element, float timePercentage);
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}
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}
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