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MLEM/MLEM.Ui/Elements/ScrollBar.cs

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11 KiB
C#

using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using MLEM.Input;
using MLEM.Misc;
using MLEM.Textures;
using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
/// <summary>
/// A scroll bar element to be used inside of a <see cref="UiSystem"/>.
/// 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 <see cref="Element.Parent"/> or any of its siblings.
/// </summary>
public class ScrollBar : Element {
/// <summary>
/// Whether this scroll bar is horizontal
/// </summary>
public readonly bool Horizontal;
/// <summary>
/// The background texture for this scroll bar
/// </summary>
public StyleProp<NinePatch> Background;
/// <summary>
/// The texture of this scroll bar's scroller indicator
/// </summary>
public StyleProp<NinePatch> ScrollerTexture;
/// <summary>
/// The scroller's width and height
/// </summary>
public Vector2 ScrollerSize;
/// <summary>
/// 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.
/// </summary>
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 <= Epsilon;
if (this.AutoHideWhenEmpty && this.IsHidden != shouldHide) {
this.IsHidden = shouldHide;
this.OnAutoHide?.Invoke(this);
}
}
}
/// <summary>
/// The current value of the scroll bar.
/// This is between 0 and <see cref="MaxValue"/> at all times.
/// </summary>
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);
}
}
}
/// <summary>
/// The amount added or removed from <see cref="CurrentValue"/> per single movement of the scroll wheel
/// </summary>
public float StepPerScroll = 1;
/// <summary>
/// An event that is called when <see cref="CurrentValue"/> changes
/// </summary>
public ValueChanged OnValueChanged;
/// <summary>
/// An event that is called when this scroll bar is automatically hidden from a <see cref="Panel"/>
/// </summary>
public GenericCallback OnAutoHide;
/// <summary>
/// This property is true while the user scrolls on the scroll bar using the mouse or touch input
/// </summary>
public bool IsBeingScrolled => this.isMouseHeld || this.isDragging || this.isTouchHeld;
/// <summary>
/// This field determines if this scroll bar should automatically be hidden from a <see cref="Panel"/> if there aren't enough children to allow for scrolling.
/// </summary>
public bool AutoHideWhenEmpty;
/// <summary>
/// The position that this scroll bar's scroller is currently at.
/// This value takes the <see cref="Element.DisplayArea"/>, as well as the <see cref="Element.Scale"/> into account.
/// </summary>
public Vector2 ScrollerPosition => this.DisplayArea.Location + 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));
/// <summary>
/// Whether smooth scrolling should be enabled for this scroll bar.
/// Smooth scrolling causes the <see cref="CurrentValue"/> to change gradually rather than instantly when scrolling.
/// </summary>
public StyleProp<bool> SmoothScrolling;
/// <summary>
/// The factor with which <see cref="SmoothScrolling"/> happens.
/// </summary>
public StyleProp<float> SmoothScrollFactor;
private bool isMouseHeld;
private bool isDragging;
private bool isTouchHeld;
private float maxValue;
private float scrollAdded;
private float currValue;
private Vector2 scrollStartOffset;
static ScrollBar() {
InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.VerticalDrag);
}
/// <summary>
/// Creates a new scroll bar with the given settings
/// </summary>
/// <param name="anchor">The scroll bar's anchor</param>
/// <param name="size">The scroll bar's size</param>
/// <param name="scrollerSize"></param>
/// <param name="maxValue"></param>
/// <param name="horizontal"></param>
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;
}
/// <inheritdoc />
public override void Update(GameTime time) {
base.Update(time);
// MOUSE INPUT
var moused = this.Controls.MousedElement;
if (moused == this && this.Input.IsMouseButtonPressed(MouseButton.Left)) {
this.isMouseHeld = true;
this.scrollStartOffset = this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()) - this.ScrollerPosition;
} else if (this.isMouseHeld && !this.Input.IsMouseButtonDown(MouseButton.Left)) {
this.isMouseHeld = false;
}
if (this.isMouseHeld)
this.ScrollToPos(this.TransformInverseAll(this.Input.ViewportMousePosition.ToVector2()));
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.GetViewportGesture(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(this.TransformInverseAll(drag.Position));
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.ViewportTouchState.Count <= 0) {
// if no touch has occured this tick, then reset the variable
this.isTouchHeld = false;
} else {
foreach (var loc in this.Input.ViewportTouchState) {
var pos = this.TransformInverseAll(loc.Position);
// 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;
this.scrollStartOffset = pos - this.ScrollerPosition;
break;
}
// scroll no matter if we're on the scroller right now
if (this.isTouchHeld)
this.ScrollToPos(pos);
}
}
if (this.SmoothScrolling && this.scrollAdded != 0) {
this.scrollAdded *= this.SmoothScrollFactor;
if (Math.Abs(this.scrollAdded) <= Epsilon)
this.scrollAdded = 0;
this.OnValueChanged?.Invoke(this, this.CurrentValue);
}
}
private void ScrollToPos(Vector2 position) {
var (width, height) = this.ScrollerSize * this.Scale;
if (this.Horizontal) {
var offset = this.scrollStartOffset.X >= 0 && this.scrollStartOffset.X <= width ? this.scrollStartOffset.X : width / 2;
this.CurrentValue = (position.X - this.Area.X - offset) / (this.Area.Width - width) * this.MaxValue;
} else {
var offset = this.scrollStartOffset.Y >= 0 && this.scrollStartOffset.Y <= height ? this.scrollStartOffset.Y : height / 2;
this.CurrentValue = (position.Y - this.Area.Y - offset) / (this.Area.Height - height) * this.MaxValue;
}
}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale);
if (this.MaxValue > 0) {
var scrollerRect = new RectangleF(this.ScrollerPosition, this.ScrollerSize * this.Scale);
batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale);
}
base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
}
/// <inheritdoc />
protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.Background = this.Background.OrStyle(style.ScrollBarBackground);
this.ScrollerTexture = this.ScrollerTexture.OrStyle(style.ScrollBarScrollerTexture);
this.SmoothScrolling = this.SmoothScrolling.OrStyle(style.ScrollBarSmoothScrolling);
this.SmoothScrollFactor = this.SmoothScrollFactor.OrStyle(style.ScrollBarSmoothScrollFactor);
}
/// <summary>
/// A delegate method used for <see cref="ScrollBar.OnValueChanged"/>
/// </summary>
/// <param name="element">The element whose current value changed</param>
/// <param name="value">The element's new <see cref="ScrollBar.CurrentValue"/></param>
public delegate void ValueChanged(Element element, float value);
}
}