using System; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input.Touch; using MLEM.Extensions; using MLEM.Input; using MLEM.Misc; using MLEM.Textures; using MLEM.Ui.Style; namespace MLEM.Ui.Elements { /// /// A scroll bar element to be used inside of a . /// A scroll bar is an element that features a smaller scroller indicator inside of it that can move up and down. /// A scroll bar can be scrolled using the mouse or by using the scroll wheel while hovering over its or any of its siblings. /// public class ScrollBar : Element { /// /// The background texture for this scroll bar /// public StyleProp Background; /// /// The texture of this scroll bar's scroller indicator /// public StyleProp ScrollerTexture; /// /// The 's offset from the calculated position of the scroller. Use this to pad the scroller. /// public Vector2 ScrollerOffset; /// /// The scroller's width and height /// public Vector2 ScrollerSize; private float maxValue; /// /// The max value that this scroll bar should be able to scroll to. /// Note that the maximum value does not change the height of the scroll bar. /// public float MaxValue { get => this.maxValue; set { this.maxValue = Math.Max(0, value); // force current value to be clamped this.CurrentValue = this.CurrentValue; // auto-hide if necessary var shouldHide = this.maxValue <= 0.01F; if (this.AutoHideWhenEmpty && this.IsHidden != shouldHide) { this.IsHidden = shouldHide; this.OnAutoHide?.Invoke(this); } } } private float scrollAdded; private float currValue; /// /// The current value of the scroll bar. /// This is between 0 and at all times. /// public float CurrentValue { get => this.currValue - this.scrollAdded; set { var val = MathHelper.Clamp(value, 0, this.maxValue); if (this.currValue != val) { if (this.SmoothScrolling) this.scrollAdded = val - this.currValue; this.currValue = val; this.OnValueChanged?.Invoke(this, val); } } } /// /// Whether this scroll bar is horizontal /// public readonly bool Horizontal; /// /// The amount added or removed from per single movement of the scroll wheel /// public float StepPerScroll = 1; /// /// An event that is called when changes /// public ValueChanged OnValueChanged; /// /// An event that is called when this scroll bar is automatically hidden from a /// public GenericCallback OnAutoHide; /// /// This property is true while the user scrolls on the scroll bar using the mouse or touch input /// public bool IsBeingScrolled => this.isMouseHeld || this.isDragging || this.isTouchHeld; private bool isMouseHeld; private bool isDragging; private bool isTouchHeld; /// /// This field determines if this scroll bar should automatically be hidden from a if there aren't enough children to allow for scrolling. /// public bool AutoHideWhenEmpty; /// /// Whether smooth scrolling should be enabled for this scroll bar. /// Smooth scrolling causes the to change gradually rather than instantly when scrolling. /// public bool SmoothScrolling; /// /// The factor with which happens. /// public float SmoothScrollFactor = 0.75F; static ScrollBar() { InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.VerticalDrag); } /// /// Creates a new scroll bar with the given settings /// /// The scroll bar's anchor /// The scroll bar's size /// /// /// public ScrollBar(Anchor anchor, Vector2 size, int scrollerSize, float maxValue, bool horizontal = false) : base(anchor, size) { this.maxValue = maxValue; this.Horizontal = horizontal; this.ScrollerSize = new Vector2(horizontal ? scrollerSize : size.X, !horizontal ? scrollerSize : size.Y); this.CanBeSelected = false; } /// public override void Update(GameTime time) { base.Update(time); // MOUSE INPUT var moused = this.Controls.MousedElement; if (moused == this && this.Controls.Input.IsMouseButtonPressed(MouseButton.Left)) { this.isMouseHeld = true; } else if (this.isMouseHeld && !this.Controls.Input.IsMouseButtonDown(MouseButton.Left)) { this.isMouseHeld = false; } if (this.isMouseHeld) this.ScrollToPos(this.Input.MousePosition.Transform(this.Root.InvTransform)); if (!this.Horizontal && moused != null && (moused == this.Parent || moused.GetParentTree().Contains(this.Parent))) { var scroll = this.Input.LastScrollWheel - this.Input.ScrollWheel; if (scroll != 0) this.CurrentValue += this.StepPerScroll * Math.Sign(scroll); } // TOUCH INPUT if (!this.Horizontal) { // are we dragging on top of the panel? if (this.Input.GetGesture(GestureType.VerticalDrag, out var drag)) { // if the element under the drag's start position is on top of the panel, start dragging var touched = this.Parent.GetElementUnderPos(Vector2.Transform(drag.Position, this.Root.InvTransform)); if (touched != null && touched != this) this.isDragging = true; // if we're dragging at all, then move the scroller if (this.isDragging) this.CurrentValue -= drag.Delta.Y / this.Scale; } else { this.isDragging = false; } } if (this.Input.TouchState.Count <= 0) { // if no touch has occured this tick, then reset the variable this.isTouchHeld = false; } else { foreach (var loc in this.Input.TouchState) { var pos = Vector2.Transform(loc.Position, this.Root.InvTransform); // if we just started touching and are on top of the scroller, then we should start scrolling if (this.DisplayArea.Contains(pos) && !loc.TryGetPreviousLocation(out _)) { this.isTouchHeld = true; break; } // scroll no matter if we're on the scroller right now if (this.isTouchHeld) this.ScrollToPos(pos.ToPoint()); } } if (this.SmoothScrolling && this.scrollAdded != 0) { this.scrollAdded *= this.SmoothScrollFactor; if (Math.Abs(this.scrollAdded) <= 0.1F) this.scrollAdded = 0; this.OnValueChanged?.Invoke(this, this.CurrentValue); } } private void ScrollToPos(Point position) { if (this.Horizontal) { var internalX = position.X - this.Area.X - this.ScrollerSize.X * this.Scale / 2; this.CurrentValue = internalX / (this.Area.Width - this.ScrollerSize.X * this.Scale) * this.MaxValue; } else { var internalY = position.Y - this.Area.Y - this.ScrollerSize.Y * this.Scale / 2; this.CurrentValue = internalY / (this.Area.Height - this.ScrollerSize.Y * this.Scale) * this.MaxValue; } } /// public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) { batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale); if (this.MaxValue > 0) { var scrollerPos = new Vector2(this.DisplayArea.X + this.ScrollerOffset.X, this.DisplayArea.Y + this.ScrollerOffset.Y); var scrollerOffset = new Vector2( !this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Width - this.ScrollerSize.X * this.Scale), this.Horizontal ? 0 : this.CurrentValue / this.maxValue * (this.DisplayArea.Height - this.ScrollerSize.Y * this.Scale)); var scrollerRect = new RectangleF(scrollerPos + scrollerOffset, this.ScrollerSize * this.Scale); batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale); } base.Draw(time, batch, alpha, blendState, samplerState, matrix); } /// protected override void InitStyle(UiStyle style) { base.InitStyle(style); this.Background.SetFromStyle(style.ScrollBarBackground); this.ScrollerTexture.SetFromStyle(style.ScrollBarScrollerTexture); } /// /// A delegate method used for /// /// The element whose current value changed /// The element's new public delegate void ValueChanged(Element element, float value); } }