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Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn

This commit is contained in:
Ell 2024-05-30 12:48:08 +02:00
parent ee2b0266aa
commit d879894e30
3 changed files with 10 additions and 9 deletions

View file

@ -29,6 +29,7 @@ Additions
- Added the ability to display tooltips using the auto-nav style even when using the mouse - Added the ability to display tooltips using the auto-nav style even when using the mouse
Improvements Improvements
- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**
- Allow scrolling panels to set height based on children by setting TreatSizeAsMaximum - Allow scrolling panels to set height based on children by setting TreatSizeAsMaximum
Fixes Fixes

View file

@ -1148,9 +1148,9 @@ namespace MLEM.Ui.Elements {
/// <param name="alpha">The alpha to draw this element and its children with</param> /// <param name="alpha">The alpha to draw this element and its children with</param>
/// <param name="context">The sprite batch context to use for drawing</param> /// <param name="context">The sprite batch context to use for drawing</param>
public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) { public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.System.InvokeOnElementDrawn(this, time, batch, alpha); this.System.InvokeOnElementDrawn(this, time, batch, alpha, context);
if (this.IsSelected) if (this.IsSelected)
this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha); this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha, context);
foreach (var child in this.GetRelevantChildren()) { foreach (var child in this.GetRelevantChildren()) {
if (!child.IsHidden) { if (!child.IsHidden) {
@ -1387,7 +1387,7 @@ namespace MLEM.Ui.Elements {
/// <param name="time">The game's time</param> /// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch used for drawing</param> /// <param name="batch">The sprite batch used for drawing</param>
/// <param name="alpha">The alpha this element is drawn with</param> /// <param name="alpha">The alpha this element is drawn with</param>
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha); public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context);
/// <summary> /// <summary>
/// A generic delegate used inside of <see cref="Element.Update"/> /// A generic delegate used inside of <see cref="Element.Update"/>

View file

@ -215,7 +215,7 @@ namespace MLEM.Ui {
this.Controls = new UiControls(this, inputHandler); this.Controls = new UiControls(this, inputHandler);
this.style = style; this.style = style;
this.OnElementDrawn += (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha); this.OnElementDrawn += (e, time, batch, alpha, context) => e.OnDrawn?.Invoke(e, time, batch, alpha, context);
this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time); this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time);
this.OnElementPressed += e => e.OnPressed?.Invoke(e); this.OnElementPressed += e => e.OnPressed?.Invoke(e);
this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e); this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e);
@ -230,7 +230,7 @@ namespace MLEM.Ui {
this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e)); this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e)); this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e));
this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e)); this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
this.OnSelectedElementDrawn += (element, time, batch, alpha) => { this.OnSelectedElementDrawn += (element, time, batch, alpha, context) => {
if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue()) if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue())
batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2); batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
}; };
@ -427,12 +427,12 @@ namespace MLEM.Ui {
} }
} }
internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) { internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.OnElementDrawn?.Invoke(element, time, batch, alpha); this.OnElementDrawn?.Invoke(element, time, batch, alpha, context);
} }
internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) { internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha); this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha, context);
} }
internal void InvokeOnElementUpdated(Element element, GameTime time) { internal void InvokeOnElementUpdated(Element element, GameTime time) {