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f71eb6eddb |
3 changed files with 38 additions and 23 deletions
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@ -10,6 +10,13 @@ Jump to version:
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Fixes
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Fixes
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- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame
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- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame
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Improvements
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- Improved NinePatch memory performance
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### MLEM.Ui
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Fixes
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- Fixed a crash if a paragraph has a link formatting code, but no font
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## 5.0.0
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## 5.0.0
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### MLEM
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### MLEM
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Additions
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Additions
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@ -236,8 +236,9 @@ namespace MLEM.Ui.Elements {
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/// <inheritdoc />
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/// <inheritdoc />
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public override void ForceUpdateArea() {
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public override void ForceUpdateArea() {
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// set the position offset and size to the token's first area
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// set the position offset and size to the token's first area
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var area = this.Token.GetArea(Vector2.Zero, this.textScale).First();
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var area = this.Token.GetArea(Vector2.Zero, this.textScale).FirstOrDefault();
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this.PositionOffset = area.Location + new Vector2(((Paragraph) this.Parent).GetAlignmentOffset() / this.Parent.Scale, 0);
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this.PositionOffset = area.Location + new Vector2(((Paragraph) this.Parent).GetAlignmentOffset() / this.Parent.Scale, 0);
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this.IsHidden = area.IsEmpty;
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this.Size = area.Size;
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this.Size = area.Size;
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base.ForceUpdateArea();
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base.ForceUpdateArea();
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}
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}
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@ -1,6 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Extensions;
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@ -41,7 +39,9 @@ namespace MLEM.Textures {
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this.Region = texture;
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this.Region = texture;
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this.Padding = padding;
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this.Padding = padding;
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this.Mode = mode;
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this.Mode = mode;
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this.SourceRectangles = this.CreateRectangles(this.Region.Area).ToArray();
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this.SourceRectangles = new Rectangle[9];
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for (var i = 0; i < this.SourceRectangles.Length; i++)
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this.SourceRectangles[i] = (Rectangle) this.GetRectangleForIndex((RectangleF) this.Region.Area, i);
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}
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}
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/// <summary>
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/// <summary>
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@ -77,7 +77,7 @@ namespace MLEM.Textures {
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this(texture, padding, padding, padding, padding, mode) {
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this(texture, padding, padding, padding, padding, mode) {
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}
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}
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internal IEnumerable<RectangleF> CreateRectangles(RectangleF area, float patchScale = 1) {
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internal RectangleF GetRectangleForIndex(RectangleF area, int index, float patchScale = 1) {
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var pl = this.Padding.Left * patchScale;
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var pl = this.Padding.Left * patchScale;
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var pr = this.Padding.Right * patchScale;
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var pr = this.Padding.Right * patchScale;
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var pt = this.Padding.Top * patchScale;
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var pt = this.Padding.Top * patchScale;
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@ -90,19 +90,28 @@ namespace MLEM.Textures {
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var topY = area.Y + pt;
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var topY = area.Y + pt;
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var bottomY = area.Y + area.Height - pb;
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var bottomY = area.Y + area.Height - pb;
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yield return new RectangleF(area.X, area.Y, pl, pt);
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switch (index) {
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yield return new RectangleF(leftX, area.Y, centerW, pt);
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case 0:
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yield return new RectangleF(rightX, area.Y, pr, pt);
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return new RectangleF(area.X, area.Y, pl, pt);
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yield return new RectangleF(area.X, topY, pl, centerH);
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case 1:
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yield return new RectangleF(leftX, topY, centerW, centerH);
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return new RectangleF(leftX, area.Y, centerW, pt);
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yield return new RectangleF(rightX, topY, pr, centerH);
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case 2:
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yield return new RectangleF(area.X, bottomY, pl, pb);
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return new RectangleF(rightX, area.Y, pr, pt);
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yield return new RectangleF(leftX, bottomY, centerW, pb);
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case 3:
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yield return new RectangleF(rightX, bottomY, pr, pb);
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return new RectangleF(area.X, topY, pl, centerH);
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}
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case 4:
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return new RectangleF(leftX, topY, centerW, centerH);
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private IEnumerable<Rectangle> CreateRectangles(Rectangle area, float patchScale = 1) {
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case 5:
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return this.CreateRectangles((RectangleF) area, patchScale).Select(r => (Rectangle) r);
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return new RectangleF(rightX, topY, pr, centerH);
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case 6:
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return new RectangleF(area.X, bottomY, pl, pb);
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case 7:
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return new RectangleF(leftX, bottomY, centerW, pb);
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case 8:
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return new RectangleF(rightX, bottomY, pr, pb);
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default:
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throw new ArgumentOutOfRangeException(nameof(index));
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}
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}
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}
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}
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}
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@ -143,11 +152,10 @@ namespace MLEM.Textures {
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/// <param name="layerDepth">The depth</param>
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/// <param name="layerDepth">The depth</param>
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/// <param name="patchScale">The scale of each area of the nine patch</param>
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/// <param name="patchScale">The scale of each area of the nine patch</param>
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public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
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public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
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var destinations = texture.CreateRectangles(destinationRectangle, patchScale);
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for (var i = 0; i < texture.SourceRectangles.Length; i++) {
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var count = 0;
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var rect = texture.GetRectangleForIndex(destinationRectangle, i, patchScale);
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foreach (var rect in destinations) {
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if (!rect.IsEmpty) {
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if (!rect.IsEmpty) {
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var src = texture.SourceRectangles[count];
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var src = texture.SourceRectangles[i];
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switch (texture.Mode) {
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switch (texture.Mode) {
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case NinePatchMode.Stretch:
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case NinePatchMode.Stretch:
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batch.Draw(texture.Region.Texture, rect, src, color, rotation, origin, effects, layerDepth);
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batch.Draw(texture.Region.Texture, rect, src, color, rotation, origin, effects, layerDepth);
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@ -164,7 +172,6 @@ namespace MLEM.Textures {
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break;
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break;
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}
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}
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}
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}
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count++;
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}
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}
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}
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}
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