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42 lines
2.3 KiB
C#
42 lines
2.3 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Graphics;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// A group element to be used inside of a <see cref="UiSystem"/>.
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/// A group is an element that has no rendering or interaction on its own, but that can aid with automatic placement of child elements.
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/// If a grouping whose children scroll, and which has a <see cref="ScrollBar"/>, is desired, a <see cref="Panel"/> with its <see cref="Panel.Texture"/> set to <see langword="null"/> can be used.
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/// </summary>
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public class Group : Element {
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/// <summary>
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/// Creates a new 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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/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
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public Group(Anchor anchor, Vector2 size, bool setHeightBasedOnChildren = true) : this(anchor, size, false, setHeightBasedOnChildren) {}
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/// <summary>
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/// Creates a new 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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/// <param name="setWidthBasedOnChildren">Whether the group's width should be based on its children's width, see <see cref="Element.SetWidthBasedOnChildren"/>.</param>
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/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
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public Group(Anchor anchor, Vector2 size, bool setWidthBasedOnChildren, bool setHeightBasedOnChildren) : base(anchor, size) {
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this.SetWidthBasedOnChildren = setWidthBasedOnChildren;
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this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
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this.CanBeSelected = false;
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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// since the group never accesses its own area when drawing, we have to update it manually
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this.UpdateAreaIfDirty();
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base.Draw(time, batch, alpha, context);
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}
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}
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}
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