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MLEM/MLEM.Ui/Elements/Panel.cs

177 lines
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8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
using MLEM.Textures;
using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
public class Panel : Element {
public StyleProp<NinePatch> Texture;
public readonly ScrollBar ScrollBar;
private readonly bool scrollOverflow;
private RenderTarget2D renderTarget;
private readonly List<Element> relevantChildren = new List<Element>();
private bool relevantChildrenDirty;
public Panel(Anchor anchor, Vector2 size, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, Point? scrollerSize = null) : base(anchor, size) {
this.PositionOffset = positionOffset;
this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
this.scrollOverflow = scrollOverflow;
this.ChildPadding = new Vector2(5);
this.CanBeSelected = false;
if (scrollOverflow) {
var scrollSize = scrollerSize ?? Point.Zero;
this.ScrollBar = new ScrollBar(Anchor.TopRight, new Vector2(scrollSize.X, 1), scrollSize.Y, 0) {
StepPerScroll = 10,
OnValueChanged = (element, value) => this.ScrollChildren(),
CanAutoAnchorsAttach = false,
AutoHideWhenEmpty = true
};
this.AddChild(this.ScrollBar);
// modify the padding so that the scroll bar isn't over top of something else
this.ScrollBar.PositionOffset -= new Vector2(scrollSize.X + 1, 0);
this.ChildPadding += new Vector2(scrollSize.X, 0);
// handle automatic element selection, the scroller needs to scroll to the right location
this.OnSelectedElementChanged += (element, otherElement) => {
if (!this.Controls.IsAutoNavMode)
return;
if (otherElement == null || !otherElement.GetParentTree().Contains(this))
return;
this.ScrollBar.CurrentValue = (otherElement.Area.Bottom - this.Children[1].Area.Top - this.Area.Height / 2) / this.Scale;
};
}
}
public override void ForceUpdateArea() {
if (this.scrollOverflow) {
// sanity check
if (this.SetHeightBasedOnChildren)
throw new NotSupportedException("A panel can't both set height based on children and scroll overflow");
foreach (var child in this.Children) {
if (child != this.ScrollBar && child.Anchor < Anchor.AutoLeft)
throw new NotSupportedException($"A panel that handles overflow can't contain non-automatic anchors ({child})");
if (child is Panel panel && panel.scrollOverflow)
throw new NotSupportedException($"A panel that scrolls overflow cannot contain another panel that scrolls overflow ({child})");
}
}
base.ForceUpdateArea();
this.ScrollChildren();
if (this.scrollOverflow) {
// if there is only one child, then we have just the scroll bar
if (this.Children.Count == 1)
return;
// the "real" first child is the scroll bar, which we want to ignore
var firstChild = this.Children[1];
var lowestChild = this.GetLowestChild(e => !e.IsHidden);
// the max value of the scrollbar is the amount of non-scaled pixels taken up by overflowing components
var childrenHeight = lowestChild.Area.Bottom - firstChild.Area.Top;
this.ScrollBar.MaxValue = (childrenHeight - this.Area.Height) / this.Scale + this.ChildPadding.Y * 2;
// update the render target
var targetArea = (Rectangle) this.GetRenderTargetArea();
if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
if (this.renderTarget != null)
this.renderTarget.Dispose();
this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.GraphicsDevice, targetArea.Width, targetArea.Height);
}
}
}
private void ScrollChildren() {
if (!this.scrollOverflow)
return;
var offset = -this.ScrollBar.CurrentValue;
foreach (var child in this.GetChildren(c => c != this.ScrollBar, true))
child.ScrollOffset = new Vector2(0, offset);
this.relevantChildrenDirty = true;
}
public override void Update(GameTime time) {
base.Update(time);
if (this.relevantChildrenDirty) {
this.relevantChildrenDirty = false;
var visible = this.GetRenderTargetArea();
this.relevantChildren.Clear();
foreach (var child in this.SortedChildren) {
if (child.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
} else {
foreach (var c in child.GetChildren(regardGrandchildren: true)) {
if (c.Area.Intersects(visible)) {
this.relevantChildren.Add(child);
break;
}
}
}
}
}
}
protected override List<Element> GetRelevantChildren() {
return this.scrollOverflow ? this.relevantChildren : base.GetRelevantChildren();
}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
// if we handle overflow, draw using the render target in DrawUnbound
if (!this.scrollOverflow) {
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
} else if (this.renderTarget != null) {
// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
}
}
public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
if (this.scrollOverflow && this.renderTarget != null) {
// draw children onto the render target
batch.GraphicsDevice.SetRenderTarget(this.renderTarget);
batch.GraphicsDevice.Clear(Color.Transparent);
// offset children by the render target's location
var area = this.GetRenderTargetArea();
var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
// do the usual draw, but within the render target
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, trans);
base.Draw(time, batch, alpha, blendState, samplerState, trans);
batch.End();
// also draw any children early within the render target with the translation applied
base.DrawEarly(time, batch, alpha, blendState, samplerState, trans);
batch.GraphicsDevice.SetRenderTarget(null);
} else {
base.DrawEarly(time, batch, alpha, blendState, samplerState, matrix);
}
}
public override Element GetElementUnderPos(Vector2 position) {
// if overflow is handled, don't propagate mouse checks to hidden children
if (this.scrollOverflow && !this.GetRenderTargetArea().Contains(position))
return null;
return base.GetElementUnderPos(position);
}
private RectangleF GetRenderTargetArea() {
var area = this.ChildPaddedArea;
area.X = this.DisplayArea.X;
area.Width = this.DisplayArea.Width;
return area;
}
protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.Texture.SetFromStyle(style.PanelTexture);
}
}
}