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move CustomDrawGroup behavior into Element, allowing any element to inherit it
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4 changed files with 99 additions and 81 deletions
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@ -138,9 +138,8 @@ namespace Demos {
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this.root.AddChild(slider);
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// Check the WobbleButton method for an explanation of how this button works
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var group = this.root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 0)));
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group.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Wobble Me", "This button wobbles around visually when clicked, but this doesn't affect its actual size and positioning") {
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OnPressed = element => CoroutineHandler.Start(WobbleButton(group)),
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this.root.AddChild(new Button(Anchor.AutoCenter, new Vector2(0.5F, 10), "Wobble Me", "This button wobbles around visually when clicked, but this doesn't affect its actual size and positioning") {
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OnPressed = element => CoroutineHandler.Start(WobbleButton(element)),
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PositionOffset = new Vector2(0, 1)
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});
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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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@ -200,20 +199,20 @@ namespace Demos {
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// This method is used by the wobbling button (see above)
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// Note that this particular example makes use of the Coroutine package, which is not required but makes demonstration easier
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private static IEnumerator<Wait> WobbleButton(CustomDrawGroup group) {
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private static IEnumerator<Wait> WobbleButton(Element button) {
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var counter = 0F;
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while (counter < 4 * Math.PI) {
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// A custom draw group allows the implementation of any sort of custom rendering for all of its child components
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// Every element allows the implementation of any sort of custom rendering for itself and all of its child components
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// This includes simply changing the transform matrix like here, but also applying custom effects and doing
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// anything else that can be done in the SpriteBatch's Begin call.
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// Note that changing visual features like this
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// has no effect on the ui's actual interaction behavior (mouse position interpretation, for example), but it can
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// be a great way to accomplish feedback animations for buttons and so on.
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group.Transform = Matrix.CreateTranslation((float) Math.Sin(counter / 2) * 10 * group.Scale, 0, 0);
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button.Transform = Matrix.CreateTranslation((float) Math.Sin(counter / 2) * 10 * button.Scale, 0, 0);
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counter += 0.1F;
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yield return new Wait(0.01F);
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}
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group.Transform = Matrix.Identity;
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button.Transform = Matrix.Identity;
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}
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private static IEnumerator<Wait> WobbleProgressBar(ProgressBar bar) {
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@ -1,42 +1,23 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A <see cref="Group"/> that can have custom drawing parameters.
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/// Custom drawing parameters include a <see cref="Transform"/> matrix, as well as a custom <see cref="SpriteBatch.Begin"/> call.
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/// Custom drawing parameters include a <see cref="Element.Transform"/> matrix, as well as a custom <see cref="SpriteBatch.Begin"/> call.
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/// All <see cref="Element.Children"/> of the custom draw group will be drawn with the custom parameters.
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/// </summary>
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[Obsolete("CustomDrawGroup mechanics have been moved down to Element, which means custom draw groups are no longer necessary.")]
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public class CustomDrawGroup : Group {
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/// <summary>
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/// This custom draw group's transform matrix
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/// </summary>
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public Matrix? Transform;
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/// <summary>
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/// A callback for retrieving this group's <see cref="Transform"/> automatically
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/// </summary>
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public TransformCallback TransformGetter;
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private BeginDelegate beginImpl;
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private bool isDefaultBegin;
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/// <summary>
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/// The call that this custom draw group should make to <see cref="SpriteBatch"/> to begin drawing.
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/// </summary>
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public BeginDelegate BeginImpl {
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get => this.beginImpl;
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set {
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this.beginImpl = value ?? ((element, time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix));
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this.isDefaultBegin = value == null;
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}
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}
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/// <summary>
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/// Creates a new custom draw group with the given settings
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/// </summary>
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/// <param name="anchor">The group's anchor</param>
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/// <param name="size">The group's size</param>
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/// <param name="transformGetter">The group's <see cref="TransformGetter"/></param>
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/// <param name="beginImpl">The group's <see cref="BeginImpl"/></param>
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/// <param name="transformGetter">The group's <see cref="Element.TransformGetter"/></param>
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/// <param name="beginImpl">The group's <see cref="Element.BeginImpl"/></param>
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/// <param name="setHeightBasedOnChildren">Whether this group should automatically calculate its height based on its children</param>
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public CustomDrawGroup(Anchor anchor, Vector2 size, TransformCallback transformGetter = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) :
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base(anchor, size, setHeightBasedOnChildren) {
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@ -44,54 +25,11 @@ namespace MLEM.Ui.Elements {
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this.BeginImpl = beginImpl;
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
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var customDraw = !this.isDefaultBegin || transform != Matrix.Identity;
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var mat = matrix * transform;
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if (customDraw) {
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// end the usual draw so that we can begin our own
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batch.End();
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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}
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// draw child components in custom begin call
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base.Draw(time, batch, alpha, blendState, samplerState, mat);
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if (customDraw) {
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// end our draw
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batch.End();
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// begin the usual draw again for other elements
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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}
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}
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/// <summary>
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/// Scales this custom draw group's <see cref="Transform"/> matrix based on the given scale and origin.
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/// </summary>
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/// <param name="scale">The scale to use</param>
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/// <param name="origin">The origin to use for scaling, or null to use this element's center point</param>
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///<inheritdoc cref="Element.ScaleTransform"/>
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[Obsolete("Use ScaleTransform instead")]
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public void ScaleOrigin(float scale, Vector2? origin = null) {
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this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
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this.ScaleTransform(scale, origin);
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}
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/// <summary>
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/// A delegate method used for <see cref="CustomDrawGroup.BeginImpl"/>
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/// </summary>
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/// <param name="element">The custom draw group</param>
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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">This element's draw alpha</param>
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/// <param name="blendState">The blend state used for drawing</param>
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/// <param name="samplerState">The sampler state used for drawing</param>
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/// <param name="matrix">The transform matrix used for drawing</param>
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public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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/// <summary>
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/// A delegate method used for <see cref="CustomDrawGroup.TransformGetter"/>
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/// </summary>
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/// <param name="element">The element whose transform to get</param>
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/// <param name="time">The game's time</param>
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/// <param name="matrix">The regular transform matrix</param>
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public delegate Matrix TransformCallback(CustomDrawGroup element, GameTime time, Matrix matrix);
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}
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}
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@ -225,6 +225,22 @@ namespace MLEM.Ui.Elements {
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}
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}
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/// <summary>
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/// This element's transform matrix.
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/// Can easily be scaled using <see cref="ScaleTransform"/>.
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/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
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/// </summary>
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public Matrix? Transform;
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/// <summary>
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/// A callback for retrieving this element's <see cref="Transform"/> automatically.
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/// </summary>
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public TransformCallback TransformGetter = (e, time, m) => Matrix.Identity;
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/// <summary>
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/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
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/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
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/// </summary>
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public BeginDelegate BeginImpl;
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/// <summary>
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/// Set this field to false to disallow the element from being selected.
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/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
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@ -379,6 +395,8 @@ namespace MLEM.Ui.Elements {
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this.anchor = anchor;
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this.size = size;
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// force BeginImpl to be reset to the default
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this.BeginImpl = null;
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this.OnMouseEnter += element => this.IsMouseOver = true;
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this.OnMouseExit += element => this.IsMouseOver = false;
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this.OnTouchEnter += element => this.IsMouseOver = true;
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@ -806,8 +824,42 @@ namespace MLEM.Ui.Elements {
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}
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/// <summary>
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/// Draws this element and all of its <see cref="GetRelevantChildren"/>
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/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called.
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/// Draws this element by calling <see cref="Draw"/> internally.
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/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <see cref="SpriteBatch.Begin"/> call is also started.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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/// <param name="alpha">The alpha to draw this element and its children with</param>
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/// <param name="blendState">The blend state that is used for drawing</param>
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/// <param name="samplerState">The sampler state that is used for drawing</param>
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/// <param name="matrix">The transformation matrix that is used for drawing</param>
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public void DrawAll(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
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var customDraw = this.BeginImpl != null || transform != Matrix.Identity;
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var mat = matrix * transform;
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if (customDraw) {
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// end the usual draw so that we can begin our own
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batch.End();
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// begin our own draw call
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if (this.BeginImpl != null) {
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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} else {
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, mat);
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}
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}
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// draw content in custom begin call
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this.Draw(time, batch, alpha, blendState, samplerState, mat);
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if (customDraw) {
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// end our draw
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batch.End();
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// begin the usual draw again for other elements
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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}
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}
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/// <summary>
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/// Draws this element and all of its children. Override this method to draw the content of custom elements.
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/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called with custom <see cref="Transform"/> etc. applied.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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@ -822,7 +874,7 @@ namespace MLEM.Ui.Elements {
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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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child.DrawAll(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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}
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}
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@ -888,6 +940,15 @@ namespace MLEM.Ui.Elements {
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this.Children.Reverse(index, count ?? this.Children.Count);
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}
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/// <summary>
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/// Scales this element's <see cref="Transform"/> matrix based on the given scale and origin.
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/// </summary>
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/// <param name="scale">The scale to use</param>
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/// <param name="origin">The origin to use for scaling, or null to use this element's center point</param>
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public void ScaleTransform(float scale, Vector2? origin = null) {
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this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
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}
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/// <summary>
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/// Initializes this element's <see cref="StyleProp{T}"/> instances using the ui system's <see cref="UiStyle"/>.
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/// </summary>
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@ -949,5 +1010,25 @@ namespace MLEM.Ui.Elements {
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/// <param name="usualNext">The element that is considered to be the next element by default</param>
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public delegate Element GamepadNextElementCallback(Direction2 dir, Element usualNext);
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/// <summary>
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/// A delegate method used for <see cref="CustomDrawGroup.BeginImpl"/>
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/// </summary>
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/// <param name="element">The custom draw group</param>
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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">This element's draw alpha</param>
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/// <param name="blendState">The blend state used for drawing</param>
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/// <param name="samplerState">The sampler state used for drawing</param>
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/// <param name="matrix">The transform matrix used for drawing</param>
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public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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/// <summary>
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/// A delegate method used for <see cref="CustomDrawGroup.TransformGetter"/>
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/// </summary>
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/// <param name="element">The element whose transform to get</param>
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/// <param name="time">The game's time</param>
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/// <param name="matrix">The regular transform matrix</param>
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public delegate Matrix TransformCallback(Element element, GameTime time, Matrix matrix);
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}
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}
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@ -260,7 +260,7 @@ namespace MLEM.Ui {
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continue;
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
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var alpha = this.DrawAlpha * root.Element.DrawAlpha;
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root.Element.Draw(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
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root.Element.DrawAll(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
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batch.End();
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}
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}
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