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4 changed files with 25 additions and 13 deletions

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@ -14,8 +14,12 @@ Additions
- Added consuming variants of IsPressed methods to InputHandler
### MLEM.Ui
Additions
- Added Element.AutoNavGroup which allows forming groups for auto-navigation
Fixes
- Fixed auto-nav tooltip displaying on the selected element even when not in auto-nav mode
- Fixed radio buttons not unchecking all other radio buttons with the same root element
## 5.3.0
### MLEM

View file

@ -249,6 +249,12 @@ namespace MLEM.Ui.Elements {
/// Returns whether this element's <see cref="SetAreaDirty"/> method has been recently called and its area has not been updated since then using <see cref="UpdateAreaIfDirty"/> or <see cref="ForceUpdateArea"/>.
/// </summary>
public bool AreaDirty { get; private set; }
/// <summary>
/// An optional string that represents a group of elements for automatic (keyboard and gamepad) navigation.
/// All elements that share the same auto-nav group will be able to be navigated between, and all other elements will not be reachable from elements of other groups.
/// Note that, if no element is previously selected and auto-navigation is invoked, this element can always be navigated to if it is the first one chosen by auto-navigation.
/// </summary>
public virtual string AutoNavGroup { get; set; }
/// <summary>
/// This Element's current <see cref="UiStyle"/>.

View file

@ -4,7 +4,7 @@ using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
/// <summary>
/// A radio button element to use inside of a <see cref="UiSystem"/>.
/// A radio button is a variation of a <see cref="Checkbox"/> that causes all other radio buttons in the same <see cref="Group"/> to be deselected upon selection.
/// A radio button is a variation of a <see cref="Checkbox"/> that causes all other radio buttons in the same <see cref="RootElement"/> to be deselected upon selection.
/// </summary>
public class RadioButton : Checkbox {
@ -26,13 +26,13 @@ namespace MLEM.Ui.Elements {
base(anchor, size, label, defaultChecked) {
this.Group = group;
// don't += because we want to override the checking + unchecking behavior of Checkbox
// don't += because we want to override the checking/unchecking behavior of Checkbox
this.OnPressed = element => {
this.Checked = true;
foreach (var sib in this.GetSiblings()) {
if (sib is RadioButton radio && radio.Group == this.Group)
radio.Checked = false;
}
this.Root.Element.AndChildren(e => {
if (e != this && e is RadioButton r && r.Group == this.Group)
r.Checked = false;
});
};
}

View file

@ -353,15 +353,15 @@ namespace MLEM.Ui {
protected virtual Element GetTabNextElement(bool backward) {
if (this.ActiveRoot == null)
return null;
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element);
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element)
// we can't add these checks to GetChildren because it ignores false grandchildren
.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
if (this.SelectedElement?.Root != this.ActiveRoot) {
return backward ? children.LastOrDefault(c => c.CanBeSelected) : children.FirstOrDefault(c => c.CanBeSelected);
return backward ? children.LastOrDefault() : children.FirstOrDefault();
} else {
var foundCurr = false;
Element lastFound = null;
foreach (var child in children) {
if (!child.CanBeSelected)
continue;
if (child == this.SelectedElement) {
// when going backwards, return the last element found before the current one
if (backward)
@ -386,14 +386,16 @@ namespace MLEM.Ui {
protected virtual Element GetGamepadNextElement(Direction2 direction) {
if (this.ActiveRoot == null)
return null;
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element);
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element)
// we can't add these checks to GetChildren because it ignores false grandchildren
.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
if (this.SelectedElement?.Root != this.ActiveRoot) {
return children.FirstOrDefault(c => c.CanBeSelected);
return children.FirstOrDefault();
} else {
Element closest = null;
float closestPriority = 0;
foreach (var child in children) {
if (!child.CanBeSelected || child == this.SelectedElement)
if (child == this.SelectedElement)
continue;
var (xOffset, yOffset) = child.Area.Center - this.SelectedElement.Area.Center;
var angle = Math.Abs(direction.Angle() - (float) Math.Atan2(yOffset, xOffset));