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3 changed files with 3 additions and 18 deletions

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@ -13,7 +13,7 @@ protected override void LoadContent() {
// Load your other content here
// Initialize the Ui system
this.UiSystem = new UiSystem(this, this.GraphicsDevice, new UntexturedStyle(this.SpriteBatch));
this.UiSystem = new UiSystem(this.Window, this.GraphicsDevice, new UntexturedStyle(this.SpriteBatch));
}
protected override void Update(GameTime gameTime) {

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@ -6,7 +6,6 @@ namespace MLEM.Ui.Elements {
/// <summary>
/// A group element to be used inside of a <see cref="UiSystem"/>.
/// A group is an element that has no rendering or interaction on its own, but that can aid with automatic placement of child elements.
/// If a grouping whose children scroll, and which has a <see cref="ScrollBar"/>, is desired, a <see cref="Panel"/> with its <see cref="Panel.Texture"/> set to <see langword="null"/> can be used.
/// </summary>
public class Group : Element {

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@ -13,7 +13,6 @@ namespace MLEM.Ui.Elements {
/// A panel element to be used inside of a <see cref="UiSystem"/>.
/// The panel is a complex element that displays a box as a background to all of its child elements.
/// Additionally, a panel can be set to scroll overflowing elements on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
/// If an element similar to a <see cref="Group"/>, but with scrolling content, is desired, a panel with its <see cref="Texture"/> set to <see langword="null"/> can be used.
/// </summary>
public class Panel : Element {
@ -25,8 +24,7 @@ namespace MLEM.Ui.Elements {
public readonly ScrollBar ScrollBar;
/// <summary>
/// The texture that this panel should have.
/// If this is set to <see langword="null"/>, this panel will not have a texture, but all of its content will still be visible.
/// The texture that this panel should have, or null if it should be invisible.
/// </summary>
public StyleProp<NinePatch> Texture;
/// <summary>
@ -66,7 +64,6 @@ namespace MLEM.Ui.Elements {
private StyleProp<float> scrollBarOffset;
private float lastScrollOffset;
private bool childrenDirtyForScroll;
private bool scrollBarMaxHistoryDirty;
/// <summary>
/// Creates a new panel with the given settings.
@ -86,7 +83,6 @@ namespace MLEM.Ui.Elements {
if (scrollOverflow) {
this.scrollBarMaxHistory = new float[3];
this.scrollBarMaxHistoryDirty = true;
this.ResetScrollBarMaxHistory();
this.ScrollBar = new ScrollBar(Anchor.TopRight, Vector2.Zero, 0, 0) {
@ -176,14 +172,6 @@ namespace MLEM.Ui.Elements {
base.RemoveChildren(e => e != this.ScrollBar && (condition == null || condition(e)));
}
/// <inheritdoc />
public override void Update(GameTime time) {
// reset the scroll bar's max history when an update happens, at which point we know that any scroll bar recursion has "settled"
// (this reset ensures that the max history is recursion-internal and old values aren't reused when elements get modified later)
this.ResetScrollBarMaxHistory();
base.Update(time);
}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
// draw children onto the render target if we have one
@ -346,7 +334,6 @@ namespace MLEM.Ui.Elements {
this.scrollBarMaxHistory[0] = this.scrollBarMaxHistory[1];
this.scrollBarMaxHistory[1] = this.scrollBarMaxHistory[2];
this.scrollBarMaxHistory[2] = scrollBarMax;
this.scrollBarMaxHistoryDirty = true;
this.ScrollBar.MaxValue = scrollBarMax;
this.relevantChildrenDirty = true;
@ -432,10 +419,9 @@ namespace MLEM.Ui.Elements {
}
private void ResetScrollBarMaxHistory() {
if (this.scrollOverflow && this.scrollBarMaxHistoryDirty) {
if (this.scrollOverflow) {
for (var i = 0; i < this.scrollBarMaxHistory.Length; i++)
this.scrollBarMaxHistory[i] = -1;
this.scrollBarMaxHistoryDirty = false;
}
}