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move CustomDrawGroup behavior into Element, allowing any element to inherit it

This commit is contained in:
Ellpeck 2020-07-15 23:21:52 +02:00
parent 98937ee83f
commit f1d686f0c0
4 changed files with 99 additions and 81 deletions

View file

@ -138,9 +138,8 @@ namespace Demos {
this.root.AddChild(slider);
// Check the WobbleButton method for an explanation of how this button works
var group = this.root.AddChild(new CustomDrawGroup(Anchor.AutoLeft, new Vector2(1, 0)));
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") {
OnPressed = element => CoroutineHandler.Start(WobbleButton(group)),
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") {
OnPressed = element => CoroutineHandler.Start(WobbleButton(element)),
PositionOffset = new Vector2(0, 1)
});
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)") {
@ -200,20 +199,20 @@ namespace Demos {
// This method is used by the wobbling button (see above)
// Note that this particular example makes use of the Coroutine package, which is not required but makes demonstration easier
private static IEnumerator<Wait> WobbleButton(CustomDrawGroup group) {
private static IEnumerator<Wait> WobbleButton(Element button) {
var counter = 0F;
while (counter < 4 * Math.PI) {
// A custom draw group allows the implementation of any sort of custom rendering for all of its child components
// Every element allows the implementation of any sort of custom rendering for itself and all of its child components
// This includes simply changing the transform matrix like here, but also applying custom effects and doing
// anything else that can be done in the SpriteBatch's Begin call.
// Note that changing visual features like this
// has no effect on the ui's actual interaction behavior (mouse position interpretation, for example), but it can
// be a great way to accomplish feedback animations for buttons and so on.
group.Transform = Matrix.CreateTranslation((float) Math.Sin(counter / 2) * 10 * group.Scale, 0, 0);
button.Transform = Matrix.CreateTranslation((float) Math.Sin(counter / 2) * 10 * button.Scale, 0, 0);
counter += 0.1F;
yield return new Wait(0.01F);
}
group.Transform = Matrix.Identity;
button.Transform = Matrix.Identity;
}
private static IEnumerator<Wait> WobbleProgressBar(ProgressBar bar) {

View file

@ -1,42 +1,23 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Ui.Elements {
/// <summary>
/// A <see cref="Group"/> that can have custom drawing parameters.
/// Custom drawing parameters include a <see cref="Transform"/> matrix, as well as a custom <see cref="SpriteBatch.Begin"/> call.
/// Custom drawing parameters include a <see cref="Element.Transform"/> matrix, as well as a custom <see cref="SpriteBatch.Begin"/> call.
/// All <see cref="Element.Children"/> of the custom draw group will be drawn with the custom parameters.
/// </summary>
[Obsolete("CustomDrawGroup mechanics have been moved down to Element, which means custom draw groups are no longer necessary.")]
public class CustomDrawGroup : Group {
/// <summary>
/// This custom draw group's transform matrix
/// </summary>
public Matrix? Transform;
/// <summary>
/// A callback for retrieving this group's <see cref="Transform"/> automatically
/// </summary>
public TransformCallback TransformGetter;
private BeginDelegate beginImpl;
private bool isDefaultBegin;
/// <summary>
/// The call that this custom draw group should make to <see cref="SpriteBatch"/> to begin drawing.
/// </summary>
public BeginDelegate BeginImpl {
get => this.beginImpl;
set {
this.beginImpl = value ?? ((element, time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix));
this.isDefaultBegin = value == null;
}
}
/// <summary>
/// Creates a new custom draw group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="transformGetter">The group's <see cref="TransformGetter"/></param>
/// <param name="beginImpl">The group's <see cref="BeginImpl"/></param>
/// <param name="transformGetter">The group's <see cref="Element.TransformGetter"/></param>
/// <param name="beginImpl">The group's <see cref="Element.BeginImpl"/></param>
/// <param name="setHeightBasedOnChildren">Whether this group should automatically calculate its height based on its children</param>
public CustomDrawGroup(Anchor anchor, Vector2 size, TransformCallback transformGetter = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) :
base(anchor, size, setHeightBasedOnChildren) {
@ -44,54 +25,11 @@ namespace MLEM.Ui.Elements {
this.BeginImpl = beginImpl;
}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
var customDraw = !this.isDefaultBegin || transform != Matrix.Identity;
var mat = matrix * transform;
if (customDraw) {
// end the usual draw so that we can begin our own
batch.End();
this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
}
// draw child components in custom begin call
base.Draw(time, batch, alpha, blendState, samplerState, mat);
if (customDraw) {
// end our draw
batch.End();
// begin the usual draw again for other elements
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
}
}
/// <summary>
/// Scales this custom draw group's <see cref="Transform"/> matrix based on the given scale and origin.
/// </summary>
/// <param name="scale">The scale to use</param>
/// <param name="origin">The origin to use for scaling, or null to use this element's center point</param>
///<inheritdoc cref="Element.ScaleTransform"/>
[Obsolete("Use ScaleTransform instead")]
public void ScaleOrigin(float scale, Vector2? origin = null) {
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
this.ScaleTransform(scale, origin);
}
/// <summary>
/// A delegate method used for <see cref="CustomDrawGroup.BeginImpl"/>
/// </summary>
/// <param name="element">The custom draw group</param>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch used for drawing</param>
/// <param name="alpha">This element's draw alpha</param>
/// <param name="blendState">The blend state used for drawing</param>
/// <param name="samplerState">The sampler state used for drawing</param>
/// <param name="matrix">The transform matrix used for drawing</param>
public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
/// <summary>
/// A delegate method used for <see cref="CustomDrawGroup.TransformGetter"/>
/// </summary>
/// <param name="element">The element whose transform to get</param>
/// <param name="time">The game's time</param>
/// <param name="matrix">The regular transform matrix</param>
public delegate Matrix TransformCallback(CustomDrawGroup element, GameTime time, Matrix matrix);
}
}

View file

@ -225,6 +225,22 @@ namespace MLEM.Ui.Elements {
}
}
/// <summary>
/// This element's transform matrix.
/// Can easily be scaled using <see cref="ScaleTransform"/>.
/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
/// </summary>
public Matrix? Transform;
/// <summary>
/// A callback for retrieving this element's <see cref="Transform"/> automatically.
/// </summary>
public TransformCallback TransformGetter = (e, time, m) => Matrix.Identity;
/// <summary>
/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
/// </summary>
public BeginDelegate BeginImpl;
/// <summary>
/// Set this field to false to disallow the element from being selected.
/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
@ -379,6 +395,8 @@ namespace MLEM.Ui.Elements {
this.anchor = anchor;
this.size = size;
// force BeginImpl to be reset to the default
this.BeginImpl = null;
this.OnMouseEnter += element => this.IsMouseOver = true;
this.OnMouseExit += element => this.IsMouseOver = false;
this.OnTouchEnter += element => this.IsMouseOver = true;
@ -806,8 +824,42 @@ namespace MLEM.Ui.Elements {
}
/// <summary>
/// Draws this element and all of its <see cref="GetRelevantChildren"/>
/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called.
/// Draws this element by calling <see cref="Draw"/> internally.
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <see cref="SpriteBatch.Begin"/> call is also started.
/// </summary>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch to use for drawing</param>
/// <param name="alpha">The alpha to draw this element and its children with</param>
/// <param name="blendState">The blend state that is used for drawing</param>
/// <param name="samplerState">The sampler state that is used for drawing</param>
/// <param name="matrix">The transformation matrix that is used for drawing</param>
public void DrawAll(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
var customDraw = this.BeginImpl != null || transform != Matrix.Identity;
var mat = matrix * transform;
if (customDraw) {
// end the usual draw so that we can begin our own
batch.End();
// begin our own draw call
if (this.BeginImpl != null) {
this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
} else {
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, mat);
}
}
// draw content in custom begin call
this.Draw(time, batch, alpha, blendState, samplerState, mat);
if (customDraw) {
// end our draw
batch.End();
// begin the usual draw again for other elements
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
}
}
/// <summary>
/// Draws this element and all of its children. Override this method to draw the content of custom elements.
/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called with custom <see cref="Transform"/> etc. applied.
/// </summary>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch to use for drawing</param>
@ -822,7 +874,7 @@ namespace MLEM.Ui.Elements {
foreach (var child in this.GetRelevantChildren()) {
if (!child.IsHidden)
child.Draw(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
child.DrawAll(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
}
}
@ -888,6 +940,15 @@ namespace MLEM.Ui.Elements {
this.Children.Reverse(index, count ?? this.Children.Count);
}
/// <summary>
/// Scales this element's <see cref="Transform"/> matrix based on the given scale and origin.
/// </summary>
/// <param name="scale">The scale to use</param>
/// <param name="origin">The origin to use for scaling, or null to use this element's center point</param>
public void ScaleTransform(float scale, Vector2? origin = null) {
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
}
/// <summary>
/// Initializes this element's <see cref="StyleProp{T}"/> instances using the ui system's <see cref="UiStyle"/>.
/// </summary>
@ -949,5 +1010,25 @@ namespace MLEM.Ui.Elements {
/// <param name="usualNext">The element that is considered to be the next element by default</param>
public delegate Element GamepadNextElementCallback(Direction2 dir, Element usualNext);
/// <summary>
/// A delegate method used for <see cref="CustomDrawGroup.BeginImpl"/>
/// </summary>
/// <param name="element">The custom draw group</param>
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch used for drawing</param>
/// <param name="alpha">This element's draw alpha</param>
/// <param name="blendState">The blend state used for drawing</param>
/// <param name="samplerState">The sampler state used for drawing</param>
/// <param name="matrix">The transform matrix used for drawing</param>
public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
/// <summary>
/// A delegate method used for <see cref="CustomDrawGroup.TransformGetter"/>
/// </summary>
/// <param name="element">The element whose transform to get</param>
/// <param name="time">The game's time</param>
/// <param name="matrix">The regular transform matrix</param>
public delegate Matrix TransformCallback(Element element, GameTime time, Matrix matrix);
}
}

View file

@ -260,7 +260,7 @@ namespace MLEM.Ui {
continue;
batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
var alpha = this.DrawAlpha * root.Element.DrawAlpha;
root.Element.Draw(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
root.Element.DrawAll(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
batch.End();
}
}