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MLEM/MLEM.Ui/Elements/SquishingGroup.cs

68 lines
3.4 KiB
C#

using System;
using System.Linq;
using Microsoft.Xna.Framework;
using MLEM.Extensions;
using MLEM.Misc;
namespace MLEM.Ui.Elements {
/// <summary>
/// A squishing group is a <see cref="Group"/> whose <see cref="Element.Children"/> automatically get resized so that they do not overlap each other. Elements are squished in a way that maximizes the final area that each element retains compared to its original area.
/// 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. If all elements have the same priority, their addition order (their order in <see cref="Element.Children"/>) determines squish order.
/// </summary>
public class SquishingGroup : Group {
/// <summary>
/// Creates a new squishing group with the given settings.
/// </summary>
/// <param name="anchor">The group's anchor.</param>
/// <param name="size">The group's size.</param>
public SquishingGroup(Anchor anchor, Vector2 size) : base(anchor, size, false) {}
/// <inheritdoc />
public override void SetAreaAndUpdateChildren(RectangleF area) {
base.SetAreaAndUpdateChildren(area);
// we squish children in order of priority, since auto-anchoring is based on addition order
for (var i = 0; i < this.SortedChildren.Count; i++) {
var child = this.SortedChildren[i];
if (SquishingGroup.SquishChild(child, out var squished))
child.SetAreaAndUpdateChildren(squished);
}
}
/// <inheritdoc />
protected override void OnChildAreaDirty(Element child, bool grandchild) {
base.OnChildAreaDirty(child, grandchild);
if (!grandchild)
this.SetAreaDirty();
}
private static bool SquishChild(Element element, out RectangleF squishedArea) {
squishedArea = default;
if (element.IsHidden)
return false;
var pos = element.Area.Location;
var size = element.Area.Size;
foreach (var sibling in element.GetSiblings(e => !e.IsHidden)) {
var sibArea = sibling.Area;
if (pos.X < sibArea.Right && sibArea.Left < pos.X + size.X && pos.Y < sibArea.Bottom && sibArea.Top < pos.Y + size.Y) {
var possible = new[] {
new RectangleF(Math.Max(pos.X, sibArea.Right), pos.Y, size.X - (sibArea.Right - pos.X), size.Y),
new RectangleF(pos.X, pos.Y, Math.Min(pos.X + size.X, sibArea.Left) - pos.X, size.Y),
new RectangleF(pos.X, Math.Max(pos.Y, sibArea.Bottom), size.X, size.Y - (sibArea.Bottom - pos.Y)),
new RectangleF(pos.X, pos.Y, size.X, Math.Min(pos.Y + size.Y, sibArea.Top) - pos.Y)
};
var biggest = possible.OrderByDescending(r => r.Width * r.Height).First();
pos = biggest.Location;
size = biggest.Size;
}
}
if (!pos.Equals(element.Area.Location, Element.Epsilon) || !size.Equals(element.Area.Size, Element.Epsilon)) {
squishedArea = new RectangleF(pos, size);
return true;
}
return false;
}
}
}