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Added UiControls.AutoNavModeChanged event
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2 changed files with 48 additions and 32 deletions
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@ -36,6 +36,7 @@ Removals
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### MLEM.Ui
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### MLEM.Ui
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Additions
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Additions
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- Added Element.OnStyleInit event
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- Added Element.OnStyleInit event
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- Added UiControls.AutoNavModeChanged event
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Improvements
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Improvements
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- Allow for checkboxes and radio buttons to be disabled
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- Allow for checkboxes and radio buttons to be disabled
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@ -21,36 +21,6 @@ namespace MLEM.Ui {
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/// The input handler that is used for querying input
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/// The input handler that is used for querying input
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/// </summary>
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/// </summary>
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public readonly InputHandler Input;
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public readonly InputHandler Input;
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/// <summary>
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/// This value ist true if the <see cref="InputHandler"/> was created by this ui controls instance, or if it was passed in.
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/// If the input handler was created by this instance, its <see cref="InputHandler.Update()"/> method should be called by us.
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/// </summary>
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protected readonly bool IsInputOurs;
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/// <summary>
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/// The <see cref="UiSystem"/> that this ui controls instance is controlling
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/// </summary>
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protected readonly UiSystem System;
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/// <summary>
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/// The <see cref="RootElement"/> that is currently active.
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/// The active root element is the one with the highest <see cref="RootElement.Priority"/> that whose <see cref="RootElement.CanSelectContent"/> property is true.
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/// </summary>
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public RootElement ActiveRoot { get; protected set; }
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/// <summary>
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/// The <see cref="Element"/> that the mouse is currently over.
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/// </summary>
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public Element MousedElement { get; protected set; }
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/// <summary>
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/// The <see cref="Element"/> that is currently touched.
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/// </summary>
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public Element TouchedElement { get; protected set; }
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private readonly Dictionary<string, Element> selectedElements = new Dictionary<string, Element>();
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/// <summary>
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/// The element that is currently selected.
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/// This is the <see cref="RootElement.SelectedElement"/> of the <see cref="ActiveRoot"/>.
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/// </summary>
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public Element SelectedElement => this.GetSelectedElement(this.ActiveRoot);
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/// <summary>
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/// <summary>
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/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on the keyboard which perform the <see cref="Element.OnPressed"/> action.
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/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on the keyboard which perform the <see cref="Element.OnPressed"/> action.
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/// If the <see cref="ModifierKey.Shift"/> is held, these buttons perform <see cref="Element.OnSecondaryPressed"/>.
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/// If the <see cref="ModifierKey.Shift"/> is held, these buttons perform <see cref="Element.OnSecondaryPressed"/>.
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@ -85,6 +55,25 @@ namespace MLEM.Ui {
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/// This can be used to easily serialize and deserialize all ui keybinds.
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/// This can be used to easily serialize and deserialize all ui keybinds.
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/// </summary>
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/// </summary>
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public readonly Keybind[] Keybinds;
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public readonly Keybind[] Keybinds;
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/// <summary>
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/// The <see cref="RootElement"/> that is currently active.
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/// The active root element is the one with the highest <see cref="RootElement.Priority"/> that whose <see cref="RootElement.CanSelectContent"/> property is true.
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/// </summary>
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public RootElement ActiveRoot { get; protected set; }
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/// <summary>
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/// The <see cref="Element"/> that the mouse is currently over.
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/// </summary>
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public Element MousedElement { get; protected set; }
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/// <summary>
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/// The <see cref="Element"/> that is currently touched.
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/// </summary>
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public Element TouchedElement { get; protected set; }
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/// <summary>
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/// The element that is currently selected.
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/// This is the <see cref="RootElement.SelectedElement"/> of the <see cref="ActiveRoot"/>.
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/// </summary>
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public Element SelectedElement => this.GetSelectedElement(this.ActiveRoot);
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/// <summary>
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/// <summary>
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/// The zero-based index of the <see cref="GamePad"/> used for gamepad input.
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/// The zero-based index of the <see cref="GamePad"/> used for gamepad input.
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/// If this index is lower than 0, every connected gamepad will trigger input.
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/// If this index is lower than 0, every connected gamepad will trigger input.
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@ -113,9 +102,35 @@ namespace MLEM.Ui {
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/// <summary>
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/// <summary>
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/// If this value is true, the ui controls are in automatic navigation mode.
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/// If this value is true, the ui controls are in automatic navigation mode.
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/// This means that the <see cref="UiStyle.SelectionIndicator"/> will be drawn around the <see cref="SelectedElement"/>.
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/// This means that the <see cref="UiStyle.SelectionIndicator"/> will be drawn around the <see cref="SelectedElement"/>.
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/// To set this value, use <see cref="SelectElement"/> or <see cref="RootElement.SelectElement"/>
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/// </summary>
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/// </summary>
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public bool IsAutoNavMode { get; internal set; }
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public bool IsAutoNavMode {
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get => this.isAutoNavMode;
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set {
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if (this.isAutoNavMode != value) {
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this.isAutoNavMode = value;
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this.AutoNavModeChanged?.Invoke(value);
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}
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}
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}
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/// <summary>
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/// An event that is raised when <see cref="IsAutoNavMode"/> is changed.
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/// This can be used for custom actions like hiding the mouse cursor when automatic navigation is enabled.
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/// </summary>
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public event Action<bool> AutoNavModeChanged;
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/// <summary>
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/// This value ist true if the <see cref="InputHandler"/> was created by this ui controls instance, or if it was passed in.
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/// If the input handler was created by this instance, its <see cref="InputHandler.Update()"/> method should be called by us.
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/// </summary>
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protected readonly bool IsInputOurs;
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/// <summary>
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/// The <see cref="UiSystem"/> that this ui controls instance is controlling
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/// </summary>
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protected readonly UiSystem System;
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private readonly Dictionary<string, Element> selectedElements = new Dictionary<string, Element>();
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private bool isAutoNavMode;
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/// <summary>
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/// <summary>
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/// Creates a new instance of the ui controls.
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/// Creates a new instance of the ui controls.
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