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Allow scrolling panels to contain other scrolling panels
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parent
550bf28320
commit
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4 changed files with 41 additions and 9 deletions
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@ -22,6 +22,10 @@ Additions
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Fixes
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- Fixed TextInput not working correctly when using surrogate pairs
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### MLEM.Ui
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Improvements
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- Allow scrolling panels to contain other scrolling panels
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## 6.2.0
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### MLEM
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@ -223,6 +223,15 @@ namespace Demos {
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PositionOffset = new Vector2(0, 1)
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});
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var subPanel = this.root.AddChild(new Panel(Anchor.AutoLeft, new Vector2(1, 25), Vector2.Zero, false, true) {
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PositionOffset = new Vector2(0, 1),
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Texture = null,
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ChildPadding = Padding.Empty
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});
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subPanel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a nested scrolling panel!"));
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for (var i = 1; i <= 5; i++)
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subPanel.AddChild(new Button(Anchor.AutoLeft, new Vector2(1, 10), $"Button {i}") {PositionOffset = new Vector2(0, 1)});
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const string alignText = "Paragraphs can have <l Left>left</l> aligned text, <l Right>right</l> aligned text and <l Center>center</l> aligned text.";
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this.root.AddChild(new VerticalSpace(3));
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var alignPar = this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, alignText));
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@ -61,6 +61,7 @@ namespace MLEM.Ui.Elements {
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private bool relevantChildrenDirty;
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private float scrollBarChildOffset;
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private StyleProp<float> scrollBarOffset;
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private float lastScrollOffset;
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/// <summary>
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/// Creates a new panel with the given settings.
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@ -70,7 +71,7 @@ namespace MLEM.Ui.Elements {
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/// <param name="positionOffset">The panel's offset from its anchor point</param>
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/// <param name="setHeightBasedOnChildren">Whether the panel should automatically calculate its height based on its children's size</param>
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/// <param name="scrollOverflow">Whether this panel should automatically add a scroll bar to scroll towards elements that are beyond the area this panel covers</param>
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/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling</param>
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/// <param name="autoHideScrollbar">Whether the scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if <paramref name="scrollOverflow"/> is <see langword="true"/>.</param>
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public Panel(Anchor anchor, Vector2 size, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, bool autoHideScrollbar = true) : base(anchor, size) {
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this.PositionOffset = positionOffset;
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this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
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@ -278,9 +279,9 @@ namespace MLEM.Ui.Elements {
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// update child padding based on whether the scroll bar is visible
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var childOffset = this.ScrollBar.IsHidden ? 0 : this.ScrollerSize.Value.X + this.ScrollBarOffset;
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if (!this.scrollBarChildOffset.Equals(childOffset, Element.Epsilon)) {
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// this implicitly sets our area dirty!
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this.ChildPadding += new Padding(0, -this.scrollBarChildOffset + childOffset, 0, 0);
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this.scrollBarChildOffset = childOffset;
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this.SetAreaDirty();
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}
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// the scroller height has the same relation to the scroll bar height as the visible area has to the total height of the panel's content
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@ -288,15 +289,15 @@ namespace MLEM.Ui.Elements {
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this.ScrollBar.ScrollerSize = new Vector2(this.ScrollerSize.Value.X, Math.Max(this.ScrollerSize.Value.Y, scrollerHeight));
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// update the render target
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var targetArea = (Rectangle) this.GetRenderTargetArea();
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if (targetArea.Width <= 0 || targetArea.Height <= 0) {
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var (_, _, width, height) = (Rectangle) this.GetRenderTargetArea();
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if (width <= 0 || height <= 0) {
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this.renderTarget?.Dispose();
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this.renderTarget = null;
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return;
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}
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget == null || width != this.renderTarget.Width || height != this.renderTarget.Height) {
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this.renderTarget?.Dispose();
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this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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this.renderTarget = new RenderTarget2D(this.System.Game.GraphicsDevice, width, height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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this.relevantChildrenDirty = true;
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}
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}
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@ -328,7 +329,7 @@ namespace MLEM.Ui.Elements {
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}
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private RectangleF GetRenderTargetArea() {
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var area = this.ChildPaddedArea;
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var area = this.ChildPaddedArea.OffsetCopy(this.ScaledScrollOffset);
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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return area;
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@ -339,7 +340,8 @@ namespace MLEM.Ui.Elements {
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return;
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// we ignore false grandchildren so that the children of the scroll bar stay in place
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foreach (var child in this.GetChildren(c => c != this.ScrollBar, true, true))
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child.ScrollOffset.Y = -this.ScrollBar.CurrentValue;
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child.ScrollOffset.Y += (this.lastScrollOffset - this.ScrollBar.CurrentValue);
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this.lastScrollOffset = this.ScrollBar.CurrentValue;
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this.relevantChildrenDirty = true;
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}
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@ -158,7 +158,7 @@ namespace MLEM.Ui.Elements {
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if (this.isMouseScrolling)
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this.ScrollToPos(this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()));
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if (!this.Horizontal) {
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if (moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
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if (this.IsMousedForScrolling(moused)) {
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var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
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if (scroll != 0)
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this.CurrentValue += this.StepPerScroll * Math.Sign(scroll);
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@ -244,6 +244,23 @@ namespace MLEM.Ui.Elements {
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this.SmoothScrollFactor = this.SmoothScrollFactor.OrStyle(style.ScrollBarSmoothScrollFactor);
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}
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private bool IsMousedForScrolling(Element moused) {
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if (moused == null || (moused != this.Parent && !moused.GetParentTree().Contains(this.Parent)))
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return false;
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// if we're moused, check if there are any scroll bars deeper than us that should take precedence
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var foundMe = false;
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foreach (var child in this.Parent.GetChildren(regardGrandchildren: true)) {
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if (foundMe) {
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if (child is ScrollBar b && !b.Horizontal && b.IsMousedForScrolling(moused))
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return false;
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} else if (child == this) {
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// once we found ourselves, all subsequent children are deeper/older!
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foundMe = true;
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}
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}
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return true;
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}
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/// <summary>
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/// A delegate method used for <see cref="ScrollBar.OnValueChanged"/>
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/// </summary>
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