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91d34c0a83
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cd48ad6e2a
2 changed files with 18 additions and 24 deletions
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@ -31,16 +31,12 @@ Improvements
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- Allow changing the entire ui style for a single element
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- Skip unnecessary area updates for elements with dirty parents
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- Calculate panel scroll bar height based on content height
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- Remember the location that a scroll bar scroller was grabbed in when scrolling
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Fixes
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- Fixed VerticalSpace height parameter being an integer
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- Fixed text not being pasted into a text field at all if it contains characters that don't match the input rule
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- Fixed panels that don't auto-hide their scroll bars ignoring their width for child padding
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Removals
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- Removed ScrollBar ScrollerOffset (which didn't actually work)
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### MLEM.Data
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Additions
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- Allow RuntimeTexturePacker to automatically dispose submitted textures when packing
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@ -3,6 +3,7 @@ using System.Linq;
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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.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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@ -30,6 +31,10 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public StyleProp<NinePatch> ScrollerTexture;
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/// <summary>
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/// The <see cref="ScrollerTexture"/>'s offset from the calculated position of the scroller. Use this to pad the scroller.
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/// </summary>
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public Vector2 ScrollerOffset;
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/// <summary>
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/// The scroller's width and height
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/// </summary>
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public Vector2 ScrollerSize;
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@ -88,13 +93,6 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public bool AutoHideWhenEmpty;
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/// <summary>
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/// The position that this scroll bar's scroller is currently at.
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/// This value takes the <see cref="Element.DisplayArea"/>, as well as the <see cref="Element.Scale"/> into account.
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/// </summary>
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public Vector2 ScrollerPosition => this.DisplayArea.Location + new Vector2(
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!this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Width - this.ScrollerSize.X * this.Scale),
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this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Height - this.ScrollerSize.Y * this.Scale));
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/// <summary>
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/// Whether smooth scrolling should be enabled for this scroll bar.
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/// Smooth scrolling causes the <see cref="CurrentValue"/> to change gradually rather than instantly when scrolling.
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/// </summary>
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@ -110,7 +108,6 @@ namespace MLEM.Ui.Elements {
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private float maxValue;
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private float scrollAdded;
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private float currValue;
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private Vector2 scrollStartOffset;
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static ScrollBar() {
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InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.VerticalDrag);
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@ -137,15 +134,13 @@ namespace MLEM.Ui.Elements {
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// MOUSE INPUT
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var moused = this.Controls.MousedElement;
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var mousedPos = Vector2.Transform(this.Input.MousePosition.ToVector2(), this.Root.InvTransform);
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if (moused == this && this.Controls.Input.IsMouseButtonPressed(MouseButton.Left)) {
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this.isMouseHeld = true;
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this.scrollStartOffset = mousedPos - this.ScrollerPosition;
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} else if (this.isMouseHeld && !this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) {
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this.isMouseHeld = false;
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}
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if (this.isMouseHeld)
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this.ScrollToPos(mousedPos);
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this.ScrollToPos(this.Input.MousePosition.Transform(this.Root.InvTransform));
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if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) {
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var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel;
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if (scroll != 0)
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@ -177,12 +172,11 @@ namespace MLEM.Ui.Elements {
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// if we just started touching and are on top of the scroller, then we should start scrolling
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if (this.DisplayArea.Contains(pos) && !loc.TryGetPreviousLocation(out _)) {
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this.isTouchHeld = true;
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this.scrollStartOffset = pos - this.ScrollerPosition;
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break;
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}
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// scroll no matter if we're on the scroller right now
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if (this.isTouchHeld)
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this.ScrollToPos(pos);
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this.ScrollToPos(pos.ToPoint());
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}
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}
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@ -194,22 +188,26 @@ namespace MLEM.Ui.Elements {
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}
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}
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private void ScrollToPos(Vector2 position) {
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var (width, height) = this.ScrollerSize * this.Scale;
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private void ScrollToPos(Point position) {
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if (this.Horizontal) {
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var offset = this.scrollStartOffset.X >= 0 && this.scrollStartOffset.X <= width ? this.scrollStartOffset.X : width / 2;
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this.CurrentValue = (position.X - this.Area.X - offset) / (this.Area.Width - width) * this.MaxValue;
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var internalX = position.X - this.Area.X - this.ScrollerSize.X * this.Scale / 2;
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this.CurrentValue = internalX / (this.Area.Width - this.ScrollerSize.X * this.Scale) * this.MaxValue;
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} else {
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var offset = this.scrollStartOffset.Y >= 0 && this.scrollStartOffset.Y <= height ? this.scrollStartOffset.Y : height / 2;
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this.CurrentValue = (position.Y - this.Area.Y - offset) / (this.Area.Height - height) * this.MaxValue;
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var internalY = position.Y - this.Area.Y - this.ScrollerSize.Y * this.Scale / 2;
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this.CurrentValue = internalY / (this.Area.Height - this.ScrollerSize.Y * this.Scale) * this.MaxValue;
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}
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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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batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale);
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if (this.MaxValue > 0) {
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var scrollerRect = new RectangleF(this.ScrollerPosition, this.ScrollerSize * this.Scale);
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var scrollerPos = new Vector2(this.DisplayArea.X + this.ScrollerOffset.X, this.DisplayArea.Y + this.ScrollerOffset.Y);
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var scrollerOffset = new Vector2(
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!this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Width - this.ScrollerSize.X * this.Scale),
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this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Height - this.ScrollerSize.Y * this.Scale));
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var scrollerRect = new RectangleF(scrollerPos + scrollerOffset, this.ScrollerSize * this.Scale);
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batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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