mirror of
https://github.com/Ellpeck/MLEM.git
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77 lines
3.6 KiB
C#
77 lines
3.6 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using MLEM.Extensions;
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using MLEM.Misc;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A squishing group is a <see cref="Group"/> whose <see cref="Element.Children"/> automatically get resized so that they do not overlap each other.
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/// The order in which elements are squished depends on their <see cref="Element.Priority"/>, where elements with a lower priority will move out of the way of elements with a higher priority.
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/// If all elements have the same priority, their addition order (their order in <see cref="Element.Children"/>) determines squish order.
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/// </summary>
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public class SquishingGroup : Group {
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/// <summary>
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/// Creates a new squishing group with the given settings.
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/// </summary>
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/// <param name="anchor">The group's anchor.</param>
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/// <param name="size">The group's size.</param>
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public SquishingGroup(Anchor anchor, Vector2 size) : base(anchor, size, false) {}
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/// <inheritdoc />
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public override void SetAreaAndUpdateChildren(RectangleF area) {
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base.SetAreaAndUpdateChildren(area);
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// we squish children in order of priority, since auto-anchoring is based on addition order
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for (var i = 0; i < this.SortedChildren.Count; i++) {
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var child = this.SortedChildren[i];
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if (SquishingGroup.SquishChild(child, out var squished))
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child.SetAreaAndUpdateChildren(squished);
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}
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}
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/// <inheritdoc />
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protected override void OnChildAreaDirty(Element child, bool grandchild) {
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base.OnChildAreaDirty(child, grandchild);
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if (!grandchild)
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this.SetAreaDirty();
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}
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private static bool SquishChild(Element element, out RectangleF squishedArea) {
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squishedArea = default;
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if (element.IsHidden)
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return false;
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var pos = element.Area.Location;
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var size = element.Area.Size;
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foreach (var sibling in element.GetSiblings(e => !e.IsHidden)) {
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var siblingArea = sibling.Area;
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var leftIntersect = siblingArea.Right - pos.X;
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var rightIntersect = pos.X + size.X - siblingArea.Left;
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var bottomIntersect = siblingArea.Bottom - pos.Y;
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var topIntersect = pos.Y + size.Y - siblingArea.Top;
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if (leftIntersect > 0 && rightIntersect > 0 && bottomIntersect > 0 && topIntersect > 0) {
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if (rightIntersect + leftIntersect < topIntersect + bottomIntersect) {
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if (rightIntersect > leftIntersect) {
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size.X -= siblingArea.Right - pos.X;
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pos.X = Math.Max(pos.X, siblingArea.Right);
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} else {
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size.X = Math.Min(pos.X + size.X, siblingArea.Left) - pos.X;
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}
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} else {
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if (topIntersect > bottomIntersect) {
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size.Y -= siblingArea.Bottom - pos.Y;
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pos.Y = Math.Max(pos.Y, siblingArea.Bottom);
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} else {
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size.Y = Math.Min(pos.Y + size.Y, siblingArea.Top) - pos.Y;
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}
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}
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}
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}
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if (!pos.Equals(element.Area.Location, Element.Epsilon) || !size.Equals(element.Area.Size, Element.Epsilon)) {
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squishedArea = new RectangleF(pos, size);
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return true;
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}
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return false;
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}
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}
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}
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