using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using MLEM.Extensions; using MLEM.Font; using MLEM.Input; using MLEM.Misc; using MLEM.Textures; using MLEM.Ui.Elements; using MLEM.Ui.Style; namespace MLEM.Ui { public class UiSystem : GameComponent { public readonly GraphicsDevice GraphicsDevice; public readonly GameWindow Window; public Rectangle Viewport { get; private set; } private readonly List rootElements = new List(); public bool AutoScaleWithScreen; public Point AutoScaleReferenceSize; private float globalScale = 1; public float GlobalScale { get { if (!this.AutoScaleWithScreen) return this.globalScale; return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.globalScale; } set { this.globalScale = value; foreach (var root in this.rootElements) root.Element.ForceUpdateArea(); } } private UiStyle style; public UiStyle Style { get => this.style; set { this.style = value; foreach (var root in this.rootElements) { root.Element.AndChildren(e => e.System = this); root.Element.SetAreaDirty(); } } } public float DrawAlpha = 1; public BlendState BlendState; public SamplerState SamplerState = SamplerState.PointClamp; public UiControls Controls; public Element.DrawCallback OnElementDrawn = (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha); public Element.DrawCallback OnSelectedElementDrawn; public Element.TimeCallback OnElementUpdated = (e, time) => e.OnUpdated?.Invoke(e, time); public Element.GenericCallback OnElementPressed = e => e.OnPressed?.Invoke(e); public Element.GenericCallback OnElementSecondaryPressed = e => e.OnSecondaryPressed?.Invoke(e); public Element.GenericCallback OnElementSelected = e => e.OnSelected?.Invoke(e); public Element.GenericCallback OnElementDeselected = e => e.OnDeselected?.Invoke(e); public Element.GenericCallback OnElementMouseEnter = e => e.OnMouseEnter?.Invoke(e); public Element.GenericCallback OnElementMouseExit = e => e.OnMouseExit?.Invoke(e); public Element.GenericCallback OnElementAreaUpdated = e => e.OnAreaUpdated?.Invoke(e); public Element.GenericCallback OnMousedElementChanged; public Element.GenericCallback OnSelectedElementChanged; public RootCallback OnRootAdded; public RootCallback OnRootRemoved; public UiSystem(GameWindow window, GraphicsDevice device, UiStyle style, InputHandler inputHandler = null) : base(null) { this.Controls = new UiControls(this, inputHandler); this.GraphicsDevice = device; this.Window = window; this.style = style; this.Viewport = device.Viewport.Bounds; this.AutoScaleReferenceSize = this.Viewport.Size; window.ClientSizeChanged += (sender, args) => { this.Viewport = device.Viewport.Bounds; foreach (var root in this.rootElements) root.Element.ForceUpdateArea(); }; window.AddTextInputListener((sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character))); this.OnMousedElementChanged = e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e)); this.OnSelectedElementChanged = e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e)); this.OnSelectedElementDrawn = (element, time, batch, alpha) => { if (this.Controls.IsAutoNavMode && element.SelectionIndicator.Value != null) { batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2); } }; this.OnElementPressed += e => { if (e.OnPressed != null) e.ActionSound.Value?.Replay(); }; this.OnElementSecondaryPressed += e => { if (e.OnSecondaryPressed != null) e.SecondActionSound.Value?.Replay(); }; } public override void Update(GameTime time) { this.Controls.Update(); for (var i = this.rootElements.Count - 1; i >= 0; i--) { this.rootElements[i].Element.Update(time); } } public void DrawEarly(GameTime time, SpriteBatch batch) { foreach (var root in this.rootElements) { if (!root.Element.IsHidden) root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, root.Transform); } } public void Draw(GameTime time, SpriteBatch batch) { foreach (var root in this.rootElements) { if (root.Element.IsHidden) continue; batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform); var alpha = this.DrawAlpha * root.Element.DrawAlpha; root.Element.Draw(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform); if (root.SelectedElement != null) this.OnSelectedElementDrawn?.Invoke(root.SelectedElement, time, batch, alpha); batch.End(); } } public RootElement Add(string name, Element element) { if (this.IndexOf(name) >= 0) return null; var root = new RootElement(name, element, this); this.rootElements.Add(root); root.Element.AndChildren(e => { e.Root = root; e.System = this; root.OnElementAdded(e); e.SetAreaDirty(); }); this.OnRootAdded?.Invoke(root); this.SortRoots(); return root; } public void Remove(string name) { var root = this.Get(name); if (root == null) return; this.rootElements.Remove(root); root.SelectElement(null); root.Element.AndChildren(e => { e.Root = null; e.System = null; root.OnElementRemoved(e); e.SetAreaDirty(); }); this.OnRootRemoved?.Invoke(root); } public RootElement Get(string name) { var index = this.IndexOf(name); return index < 0 ? null : this.rootElements[index]; } private int IndexOf(string name) { return this.rootElements.FindIndex(element => element.Name == name); } internal void SortRoots() { // Normal list sorting isn't stable, but ordering is var sorted = this.rootElements.OrderBy(root => root.Priority).ToArray(); this.rootElements.Clear(); this.rootElements.AddRange(sorted); } public IEnumerable GetRootElements() { for (var i = this.rootElements.Count - 1; i >= 0; i--) yield return this.rootElements[i]; } public void ApplyToAll(Action action) { foreach (var root in this.rootElements) root.Element.AndChildren(action); } public delegate void RootCallback(RootElement root); } public class RootElement { public readonly string Name; public readonly Element Element; public readonly UiSystem System; private float scale = 1; public float Scale { get => this.scale; set { if (this.scale == value) return; this.scale = value; this.Element.ForceUpdateArea(); } } private int priority; public int Priority { get => this.priority; set { this.priority = value; this.System.SortRoots(); } } public float ActualScale => this.System.GlobalScale * this.Scale; public Matrix Transform = Matrix.Identity; public Matrix InvTransform => Matrix.Invert(this.Transform); public Element SelectedElement { get; private set; } public bool CanSelectContent { get; private set; } public Element.GenericCallback OnElementAdded; public Element.GenericCallback OnElementRemoved; public RootElement(string name, Element element, UiSystem system) { this.Name = name; this.Element = element; this.System = system; this.OnElementAdded += e => { if (e.CanBeSelected) this.CanSelectContent = true; }; this.OnElementRemoved += e => { if (e.CanBeSelected && !this.Element.GetChildren(regardGrandchildren: true).Any(c => c.CanBeSelected)) this.CanSelectContent = false; }; } public void SelectElement(Element element) { if (this.SelectedElement == element) return; if (this.SelectedElement != null) this.System.OnElementDeselected?.Invoke(this.SelectedElement); if (element != null) this.System.OnElementSelected?.Invoke(element); this.SelectedElement = element; this.System.OnSelectedElementChanged?.Invoke(element); } } }