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4 changed files with 73 additions and 9 deletions

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@ -27,8 +27,10 @@ Improvements
Additions Additions
- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse - Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse
- Added the ability to display tooltips using the auto-nav style even when using the mouse - Added the ability to display tooltips using the auto-nav style even when using the mouse
- Added the ScissorGroup element, which applies a scissor rectangle when drawing its content
Improvements Improvements
- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**
- Allow scrolling panels to set height based on children by setting TreatSizeAsMaximum - Allow scrolling panels to set height based on children by setting TreatSizeAsMaximum
Fixes Fixes

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@ -1148,9 +1148,9 @@ namespace MLEM.Ui.Elements {
/// <param name="alpha">The alpha to draw this element and its children with</param> /// <param name="alpha">The alpha to draw this element and its children with</param>
/// <param name="context">The sprite batch context to use for drawing</param> /// <param name="context">The sprite batch context to use for drawing</param>
public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) { public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.System.InvokeOnElementDrawn(this, time, batch, alpha); this.System.InvokeOnElementDrawn(this, time, batch, alpha, context);
if (this.IsSelected) if (this.IsSelected)
this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha); this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha, context);
foreach (var child in this.GetRelevantChildren()) { foreach (var child in this.GetRelevantChildren()) {
if (!child.IsHidden) { if (!child.IsHidden) {
@ -1387,7 +1387,8 @@ namespace MLEM.Ui.Elements {
/// <param name="time">The game's time</param> /// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch used for drawing</param> /// <param name="batch">The sprite batch used for drawing</param>
/// <param name="alpha">The alpha this element is drawn with</param> /// <param name="alpha">The alpha this element is drawn with</param>
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha); /// <param name="context">The sprite batch context to use for drawing</param>
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context);
/// <summary> /// <summary>
/// A generic delegate used inside of <see cref="Element.Update"/> /// A generic delegate used inside of <see cref="Element.Update"/>

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@ -0,0 +1,61 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
namespace MLEM.Ui.Elements {
/// <summary>
/// A scissor group is a <see cref="Group"/> that sets the <see cref="GraphicsDevice.ScissorRectangle"/> before drawing its content (and thus, its <see cref="Element.Children"/>), preventing them from being drawn outside of this group's <see cref="Element.DisplayArea"/>'s bounds.
/// </summary>
public class ScissorGroup : Group {
/// <summary>
/// The rasterizer state that this scissor group should use when drawing.
/// By default, <see cref="CullMode"/> is set to <see cref="CullMode.CullCounterClockwiseFace"/> in accordance with <see cref="SpriteBatch"/>'s default behavior, and <see cref="RasterizerState.ScissorTestEnable"/> is set to <see langword="true"/>.
/// </summary>
public readonly RasterizerState Rasterizer = new RasterizerState {
// use the default cull mode from SpriteBatch, but with scissor test enabled
CullMode = CullMode.CullCounterClockwiseFace,
ScissorTestEnable = true
};
/// <summary>
/// Creates a new scissor group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public ScissorGroup(Anchor anchor, Vector2 size, bool setHeightBasedOnChildren = true) : base(anchor, size, setHeightBasedOnChildren) {}
/// <summary>
/// Creates a new scissor group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setWidthBasedOnChildren">Whether the group's width should be based on its children's width, see <see cref="Element.SetWidthBasedOnChildren"/>.</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public ScissorGroup(Anchor anchor, Vector2 size, bool setWidthBasedOnChildren, bool setHeightBasedOnChildren) : base(anchor, size, setWidthBasedOnChildren, setHeightBasedOnChildren) {}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
batch.End();
// apply our scissor rectangle
var lastScissor = batch.GraphicsDevice.ScissorRectangle;
batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.DisplayArea.OffsetCopy(context.TransformMatrix.Translation.ToVector2());
// enable scissor test
var localContext = context;
localContext.RasterizerState = this.Rasterizer;
batch.Begin(localContext);
base.Draw(time, batch, alpha, localContext);
// revert back to previous behavior
batch.End();
batch.GraphicsDevice.ScissorRectangle = lastScissor;
batch.Begin(context);
}
}
}

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@ -215,7 +215,7 @@ namespace MLEM.Ui {
this.Controls = new UiControls(this, inputHandler); this.Controls = new UiControls(this, inputHandler);
this.style = style; this.style = style;
this.OnElementDrawn += (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha); this.OnElementDrawn += (e, time, batch, alpha, context) => e.OnDrawn?.Invoke(e, time, batch, alpha, context);
this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time); this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time);
this.OnElementPressed += e => e.OnPressed?.Invoke(e); this.OnElementPressed += e => e.OnPressed?.Invoke(e);
this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e); this.OnElementSecondaryPressed += e => e.OnSecondaryPressed?.Invoke(e);
@ -230,7 +230,7 @@ namespace MLEM.Ui {
this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e)); this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e)); this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e));
this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e)); this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
this.OnSelectedElementDrawn += (element, time, batch, alpha) => { this.OnSelectedElementDrawn += (element, time, batch, alpha, context) => {
if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue()) if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue())
batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2); batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
}; };
@ -427,12 +427,12 @@ namespace MLEM.Ui {
} }
} }
internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) { internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.OnElementDrawn?.Invoke(element, time, batch, alpha); this.OnElementDrawn?.Invoke(element, time, batch, alpha, context);
} }
internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) { internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha); this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha, context);
} }
internal void InvokeOnElementUpdated(Element element, GameTime time) { internal void InvokeOnElementUpdated(Element element, GameTime time) {