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Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn
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parent
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commit
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3 changed files with 10 additions and 9 deletions
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@ -29,6 +29,7 @@ Additions
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- Added the ability to display tooltips using the auto-nav style even when using the mouse
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Improvements
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- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**
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- Allow scrolling panels to set height based on children by setting TreatSizeAsMaximum
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Fixes
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@ -1148,9 +1148,9 @@ namespace MLEM.Ui.Elements {
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/// <param name="alpha">The alpha to draw this element and its children with</param>
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/// <param name="context">The sprite batch context to use for drawing</param>
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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this.System.InvokeOnElementDrawn(this, time, batch, alpha);
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this.System.InvokeOnElementDrawn(this, time, batch, alpha, context);
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if (this.IsSelected)
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this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha);
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this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha, context);
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden) {
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@ -1387,7 +1387,7 @@ namespace MLEM.Ui.Elements {
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch used for drawing</param>
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/// <param name="alpha">The alpha this element is drawn with</param>
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public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha);
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public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context);
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/// <summary>
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/// A generic delegate used inside of <see cref="Element.Update"/>
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@ -215,7 +215,7 @@ namespace MLEM.Ui {
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this.Controls = new UiControls(this, inputHandler);
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this.style = style;
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this.OnElementDrawn += (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha);
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this.OnElementDrawn += (e, time, batch, alpha, context) => e.OnDrawn?.Invoke(e, time, batch, alpha, context);
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this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time);
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this.OnElementPressed += e => e.OnPressed?.Invoke(e);
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this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e);
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@ -230,7 +230,7 @@ namespace MLEM.Ui {
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this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
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this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e));
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this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
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this.OnSelectedElementDrawn += (element, time, batch, alpha) => {
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this.OnSelectedElementDrawn += (element, time, batch, alpha, context) => {
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if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue())
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batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
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};
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@ -427,12 +427,12 @@ namespace MLEM.Ui {
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}
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}
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internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
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this.OnElementDrawn?.Invoke(element, time, batch, alpha);
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internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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this.OnElementDrawn?.Invoke(element, time, batch, alpha, context);
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}
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internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
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this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha);
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internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha, context);
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}
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internal void InvokeOnElementUpdated(Element element, GameTime time) {
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