mirror of
https://github.com/Ellpeck/MLEM.git
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1217 lines
64 KiB
C#
1217 lines
64 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Extensions;
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using MLEM.Graphics;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// This class represents a generic base class for ui elements of a <see cref="UiSystem"/>.
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/// </summary>
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public abstract class Element : GenericDataHolder, IDisposable {
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/// <summary>
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/// This field holds an epsilon value used in element <see cref="Size"/>, position and resulting <see cref="Area"/> calculations to mitigate floating point rounding inaccuracies.
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/// If ui elements used are extremely small or extremely large, this value can be reduced or increased.
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/// </summary>
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public static float Epsilon = 0.01F;
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/// <summary>
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/// The ui system that this element is currently a part of
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/// </summary>
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public UiSystem System {
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get => this.system;
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internal set {
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this.system = value;
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this.Controls = value?.Controls;
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this.Style = this.Style.OrStyle(value?.Style);
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}
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}
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/// <summary>
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/// The controls that this element's <see cref="System"/> uses
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/// </summary>
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public UiControls Controls;
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/// <summary>
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/// This element's parent element.
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/// If this element has no parent (it is the <see cref="RootElement"/> of a ui system), this value is <c>null</c>.
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/// </summary>
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public Element Parent { get; private set; }
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/// <summary>
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/// This element's <see cref="RootElement"/>.
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/// Note that this value is set even if this element has a <see cref="Parent"/>. To get the element that represents the root element, use <see cref="RootElement.Element"/>.
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/// </summary>
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public RootElement Root { get; internal set; }
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/// <summary>
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/// The scale that this ui element renders with
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/// </summary>
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public float Scale => this.Root.ActualScale;
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/// <summary>
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/// The <see cref="Anchor"/> that this element uses for positioning within its parent
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/// </summary>
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public Anchor Anchor {
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get => this.anchor;
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set {
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if (this.anchor == value)
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return;
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this.anchor = value;
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// The size of this element, where X represents the width and Y represents the height.
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/// If the x or y value of the size is between 0 and 1, the size will be seen as a percentage of its parent's size rather than as an absolute value.
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/// If the x (or y) value of the size is negative, the width (or height) is seen as a percentage of the element's resulting height (or width).
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/// </summary>
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/// <example>
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/// The following example combines both types of percentage-based sizing.
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/// If this element is inside of a <see cref="Parent"/> whose width is 20, this element's width will be set to <c>0.5 * 20 = 10</c>, and its height will be set to <c>2.5 * 10 = 25</c>.
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/// <code>
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/// element.Size = new Vector2(0.5F, -2.5F);
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/// </code>
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/// </example>
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public Vector2 Size {
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get => this.size;
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set {
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if (this.size == value)
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return;
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this.size = value;
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// The <see cref="Size"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledSize => this.size * this.Scale;
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/// <summary>
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/// This element's offset from its default position, which is dictated by its <see cref="Anchor"/>.
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/// Note that, depending on the side that the element is anchored to, this offset moves it in a different direction.
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/// </summary>
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public Vector2 PositionOffset {
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get => this.offset;
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set {
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if (this.offset == value)
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return;
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this.offset = value;
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// The <see cref="PositionOffset"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledOffset => this.offset * this.Scale;
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/// <summary>
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/// The <see cref="Padding"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Padding ScaledPadding => this.Padding.Value * this.Scale;
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/// <summary>
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/// The <see cref="ChildPadding"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Padding ScaledChildPadding => this.ChildPadding.Value * this.Scale;
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/// <summary>
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/// This element's current <see cref="Area"/>, but with <see cref="ScaledChildPadding"/> applied.
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/// </summary>
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public RectangleF ChildPaddedArea => this.UnscrolledArea.Shrink(this.ScaledChildPadding);
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/// <summary>
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/// This element's area, without respecting its <see cref="ScrollOffset"/>.
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/// This area is updated automatically to fit this element's sizing and positioning properties.
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/// </summary>
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public RectangleF UnscrolledArea {
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get {
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this.UpdateAreaIfDirty();
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return this.area;
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}
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}
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/// <summary>
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/// The <see cref="UnscrolledArea"/> of this element, but with <see cref="ScaledScrollOffset"/> applied.
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/// </summary>
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public RectangleF Area => this.UnscrolledArea.OffsetCopy(this.ScaledScrollOffset);
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/// <summary>
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/// The area that this element is displayed in, which is <see cref="Area"/> shrunk by this element's <see cref="ScaledPadding"/>.
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/// This is the property that should be used for drawing this element, as well as mouse input handling and culling.
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/// </summary>
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public RectangleF DisplayArea => this.Area.Shrink(this.ScaledPadding);
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/// <summary>
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/// The offset that this element has as a result of <see cref="Panel"/> scrolling.
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/// </summary>
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public Vector2 ScrollOffset;
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/// <summary>
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/// The <see cref="ScrollOffset"/>, but with <see cref="Scale"/> applied.
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/// </summary>
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public Vector2 ScaledScrollOffset => this.ScrollOffset * this.Scale;
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/// <summary>
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/// Set this property to <c>true</c> to cause this element to be hidden.
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/// Hidden elements don't receive input events, aren't rendered and don't factor into auto-anchoring.
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/// </summary>
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public virtual bool IsHidden {
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get => this.isHidden;
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set {
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if (this.isHidden == value)
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return;
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this.isHidden = value;
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// The priority of this element as part of its <see cref="Parent"/> element.
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/// A higher priority means the element will be drawn first, but not anchored higher up if auto-anchoring is used.
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/// </summary>
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public int Priority {
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get => this.priority;
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set {
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if (this.priority == value)
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return;
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this.priority = value;
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if (this.Parent != null)
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this.Parent.SetSortedChildrenDirty();
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}
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}
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/// <summary>
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/// This element's transform matrix.
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/// Can easily be scaled using <see cref="ScaleTransform"/>.
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/// Note that, when this is non-null, a new <c>SpriteBatch.Begin</c> call is used for this element.
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/// </summary>
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public Matrix Transform = Matrix.Identity;
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/// <summary>
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/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
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/// Note that, when this is non-null, a new <c>SpriteBatch.Begin</c> call is used for this element.
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/// </summary>
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#pragma warning disable CS0618
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[Obsolete("BeginImpl is deprecated. You can create a custom element class and override Draw instead.")]
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public BeginDelegate BeginImpl;
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#pragma warning restore CS0618
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/// <summary>
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/// Set this field to false to disallow the element from being selected.
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/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
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/// </summary>
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public virtual bool CanBeSelected {
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get => this.canBeSelected;
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set {
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this.canBeSelected = value;
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if (!this.canBeSelected && this.Root?.SelectedElement == this)
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this.Root.SelectElement(null);
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}
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}
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/// <summary>
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/// Set this field to false to disallow the element from reacting to being moused over.
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/// </summary>
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public virtual bool CanBeMoused { get; set; } = true;
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/// <summary>
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/// Set this field to false to disallow this element's <see cref="OnPressed"/> and <see cref="OnSecondaryPressed"/> events to be called.
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/// </summary>
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public virtual bool CanBePressed { get; set; } = true;
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/// <summary>
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/// Set this field to false to cause auto-anchored siblings to ignore this element as a possible anchor point.
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/// </summary>
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public virtual bool CanAutoAnchorsAttach { get; set; } = true;
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/// <summary>
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/// Set this field to true to cause this element's width to be automatically calculated based on the area that its <see cref="Children"/> take up.
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/// To use this element's <see cref="Size"/>'s X coordinate as a minimum or maximum width rather than ignoring it, set <see cref="TreatSizeAsMinimum"/> or <see cref="TreatSizeAsMaximum"/> to true.
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/// </summary>
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public virtual bool SetWidthBasedOnChildren { get; set; }
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/// <summary>
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/// Set this field to true to cause this element's height to be automatically calculated based on the area that its <see cref="Children"/> take up.
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/// To use this element's <see cref="Size"/>'s Y coordinate as a minimum or maximum height rather than ignoring it, set <see cref="TreatSizeAsMinimum"/> or <see cref="TreatSizeAsMaximum"/> to true.
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/// </summary>
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public virtual bool SetHeightBasedOnChildren { get; set; }
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/// <summary>
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/// If this field is set to true, and <see cref="SetWidthBasedOnChildren"/> or <see cref="SetHeightBasedOnChildren"/> are enabled, the resulting width or height will always be greather than or equal to this element's <see cref="Size"/>.
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/// For example, if an element's <see cref="Size"/>'s Y coordinate is set to 20, but there is only one child with a height of 10 in it, the element's height would be shrunk to 10 if this value was false, but would remain at 20 if it was true.
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/// Note that this value only has an effect if <see cref="SetWidthBasedOnChildren"/> or <see cref="SetHeightBasedOnChildren"/> are enabled.
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/// </summary>
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public virtual bool TreatSizeAsMinimum { get; set; }
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/// <summary>
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/// If this field is set to true, and <see cref="SetWidthBasedOnChildren"/> or <see cref="SetHeightBasedOnChildren"/>are enabled, the resulting width or height weill always be less than or equal to this element's <see cref="Size"/>.
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/// Note that this value only has an effect if <see cref="SetWidthBasedOnChildren"/> or <see cref="SetHeightBasedOnChildren"/> are enabled.
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/// </summary>
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public virtual bool TreatSizeAsMaximum { get; set; }
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/// <summary>
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/// Set this field to true to cause this element's final display area to never exceed that of its <see cref="Parent"/>.
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/// If the resulting area is too large, the size of this element is shrunk to fit the target area.
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/// This can be useful if an element should fill the remaining area of a parent exactly.
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/// </summary>
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public virtual bool PreventParentSpill { get; set; }
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/// <summary>
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/// The transparency (alpha value) that this element is rendered with.
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/// Note that, when <see cref="Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/> is called, this alpha value is multiplied with the <see cref="Parent"/>'s alpha value and passed down to this element's <see cref="Children"/>.
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/// </summary>
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public virtual float DrawAlpha { get; set; } = 1;
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/// <summary>
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/// Stores whether this element is currently being moused over or touched.
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/// </summary>
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public bool IsMouseOver => this.Controls.MousedElement == this || this.Controls.TouchedElement == this;
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/// <summary>
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/// Returns whether this element is its <see cref="Root"/>'s <see cref="RootElement.SelectedElement"/>.
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/// </summary>
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public bool IsSelected => this.Root.SelectedElement == this;
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/// <summary>
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/// Returns whether this element's <see cref="SetAreaDirty"/> method has been recently called and its area has not been updated since then using <see cref="UpdateAreaIfDirty"/> or <see cref="ForceUpdateArea"/>.
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/// </summary>
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public bool AreaDirty { get; private set; }
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/// <summary>
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/// An optional string that represents a group of elements for automatic (keyboard and gamepad) navigation.
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/// All elements that share the same auto-nav group will be able to be navigated between, and all other elements will not be reachable from elements of other groups.
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/// Note that, if no element is previously selected and auto-navigation is invoked, this element cannot be chosen as the first element to navigate to if its auto-nav group is non-null.
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/// </summary>
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public virtual string AutoNavGroup { get; set; }
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/// <summary>
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/// This Element's current <see cref="UiStyle"/>.
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/// When this property is set, <see cref="InitStyle"/> is called.
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/// </summary>
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public StyleProp<UiStyle> Style {
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get => this.style;
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set {
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this.style = value;
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if (this.style.HasValue())
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this.InitStyle(this.style);
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}
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}
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/// <summary>
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/// A style property that contains the selection indicator that is displayed on this element if it is the <see cref="RootElement.SelectedElement"/>
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/// </summary>
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public StyleProp<NinePatch> SelectionIndicator;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInfo> ActionSound;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnSecondaryPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInfo> SecondActionSound;
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/// <summary>
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/// The padding that this element has.
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/// The padding is subtracted from the element's <see cref="Size"/>, and it is an area that the element does not extend into. This means that this element's resulting <see cref="DisplayArea"/> does not include this padding.
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/// </summary>
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public StyleProp<Padding> Padding;
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/// <summary>
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/// The child padding that this element has.
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/// The child padding moves any <see cref="Children"/> added to this element inwards by the given amount in each direction.
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/// </summary>
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public StyleProp<Padding> ChildPadding {
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get => this.childPadding;
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set {
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this.childPadding = value;
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this.SetAreaDirty();
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}
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}
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/// <summary>
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/// Event that is called after this element is drawn, but before its children are drawn
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/// </summary>
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public DrawCallback OnDrawn;
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/// <summary>
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/// Event that is called when this element is updated
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/// </summary>
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public TimeCallback OnUpdated;
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/// <summary>
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/// Event that is called when this element is pressed
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/// </summary>
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public GenericCallback OnPressed;
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/// <summary>
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/// Event that is called when this element is pressed using the secondary action
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/// </summary>
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public GenericCallback OnSecondaryPressed;
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/// <summary>
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/// Event that is called when this element's <see cref="IsSelected"/> is turned true
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/// </summary>
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public GenericCallback OnSelected;
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/// <summary>
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/// Event that is called when this element's <see cref="IsSelected"/> is turned false
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/// </summary>
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public GenericCallback OnDeselected;
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/// <summary>
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/// Event that is called when this element starts being moused over
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/// </summary>
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public GenericCallback OnMouseEnter;
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/// <summary>
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/// Event that is called when this element stops being moused over
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/// </summary>
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public GenericCallback OnMouseExit;
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/// <summary>
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/// Event that is called when this element starts being touched
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/// </summary>
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public GenericCallback OnTouchEnter;
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/// <summary>
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/// Event that is called when this element stops being touched
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/// </summary>
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public GenericCallback OnTouchExit;
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/// <summary>
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/// Event that is called when text input is made.
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/// When an element uses this event, it should call <see cref="MlemPlatform.EnsureExists"/> on construction to ensure that the MLEM platform is initialized.
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/// Note that this event is called for every element, even if it is not selected.
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/// Also note that if the active <see cref="MlemPlatform"/> uses an on-screen keyboard, this event is never called.
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/// </summary>
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public TextInputCallback OnTextInput;
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/// <summary>
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/// Event that is called when this element's <see cref="DisplayArea"/> is changed.
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/// </summary>
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public GenericCallback OnAreaUpdated;
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/// <summary>
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/// Event that is called when this element's <see cref="InitStyle"/> method is called while setting the <see cref="Style"/>.
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/// </summary>
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public GenericCallback OnStyleInit;
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/// <summary>
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/// Event that is called when the element that is currently being moused changes within the ui system.
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/// Note that the event fired doesn't necessarily correlate to this specific element.
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/// </summary>
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public OtherElementCallback OnMousedElementChanged;
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/// <summary>
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/// Event that is called when the element that is currently being touched changes within the ui system.
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/// Note that the event fired doesn't necessarily correlate to this specific element.
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/// </summary>
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public OtherElementCallback OnTouchedElementChanged;
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/// <summary>
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/// Event that is called when the element that is currently selected changes within the ui system.
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/// Note that the event fired doesn't necessarily correlate to this specific element.
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/// </summary>
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public OtherElementCallback OnSelectedElementChanged;
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/// <summary>
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/// Event that is called when the next element to select when pressing tab is calculated.
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/// To cause a different element than the default one to be selected, return it during this event.
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/// </summary>
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public TabNextElementCallback GetTabNextElement;
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/// <summary>
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/// Event that is called when the next element to select when using gamepad input is calculated.
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/// To cause a different element than the default one to be selected, return it during this event.
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/// </summary>
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public GamepadNextElementCallback GetGamepadNextElement;
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/// <summary>
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/// Event that is called when a child is added to this element using <see cref="AddChild{T}"/>
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/// </summary>
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public OtherElementCallback OnChildAdded;
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/// <summary>
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/// Event that is called when a child is removed from this element using <see cref="RemoveChild"/>
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/// </summary>
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public OtherElementCallback OnChildRemoved;
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/// <summary>
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/// Event that is called when this element's <see cref="Dispose"/> method is called, which also happens in <see cref="Finalize"/>.
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/// This event is useful for unregistering global event handlers when this object should be destroyed.
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/// </summary>
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public GenericCallback OnDisposed;
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/// <summary>
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/// A list of all of this element's direct children.
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/// Use <see cref="AddChild{T}"/> or <see cref="RemoveChild"/> to manipulate this list while calling all of the necessary callbacks.
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/// </summary>
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protected readonly IList<Element> Children;
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/// <summary>
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/// A sorted version of <see cref="Children"/>. The children are sorted by their <see cref="Priority"/>.
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/// </summary>
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protected IList<Element> SortedChildren {
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get {
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this.UpdateSortedChildrenIfDirty();
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return this.sortedChildren;
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}
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}
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/// <summary>
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/// The input handler that this element's <see cref="Controls"/> use
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/// </summary>
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protected InputHandler Input => this.Controls.Input;
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/// <summary>
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/// The <see cref="ChildPaddedArea"/> of this element's <see cref="Parent"/>, or the <see cref="UiSystem.Viewport"/> if this element has no parent.
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/// This value is the one that is passed to <see cref="CalcActualSize"/> during <see cref="ForceUpdateArea"/>.
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/// </summary>
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protected RectangleF ParentArea => this.Parent?.ChildPaddedArea ?? (RectangleF) this.system.Viewport;
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private readonly List<Element> children = new List<Element>();
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private readonly Stopwatch stopwatch = new Stopwatch();
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private bool sortedChildrenDirty;
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private IList<Element> sortedChildren;
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private UiSystem system;
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private Anchor anchor;
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private Vector2 size;
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private Vector2 offset;
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private RectangleF area;
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private bool isHidden;
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private int priority;
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|
private StyleProp<UiStyle> style;
|
|
private StyleProp<Padding> childPadding;
|
|
private bool canBeSelected = true;
|
|
|
|
/// <summary>
|
|
/// Creates a new element with the given anchor and size and sets up some default event reactions.
|
|
/// </summary>
|
|
/// <param name="anchor">This element's <see cref="Anchor"/></param>
|
|
/// <param name="size">This element's default <see cref="Size"/></param>
|
|
protected Element(Anchor anchor, Vector2 size) {
|
|
this.anchor = anchor;
|
|
this.size = size;
|
|
|
|
this.Children = new ReadOnlyCollection<Element>(this.children);
|
|
this.GetTabNextElement += (backward, next) => next;
|
|
this.GetGamepadNextElement += (dir, next) => next;
|
|
|
|
this.SetAreaDirty();
|
|
this.SetSortedChildrenDirty();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
~Element() {
|
|
this.Dispose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a child to this element.
|
|
/// </summary>
|
|
/// <param name="element">The child element to add</param>
|
|
/// <param name="index">The index to add the child at, or -1 to add it to the end of the <see cref="Children"/> list</param>
|
|
/// <typeparam name="T">The type of child to add</typeparam>
|
|
/// <returns>This element, for chaining</returns>
|
|
public virtual T AddChild<T>(T element, int index = -1) where T : Element {
|
|
if (index < 0 || index > this.children.Count)
|
|
index = this.children.Count;
|
|
this.children.Insert(index, element);
|
|
element.Parent = this;
|
|
element.AndChildren(e => {
|
|
e.Root = this.Root;
|
|
e.System = this.System;
|
|
this.Root?.InvokeOnElementAdded(e);
|
|
this.OnChildAdded?.Invoke(this, e);
|
|
});
|
|
this.SetSortedChildrenDirty();
|
|
element.SetAreaDirty();
|
|
return element;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes the given child from this element.
|
|
/// </summary>
|
|
/// <param name="element">The child element to remove</param>
|
|
public virtual void RemoveChild(Element element) {
|
|
this.children.Remove(element);
|
|
if (this.Root?.SelectedElement == element)
|
|
this.Root.SelectElement(null);
|
|
// set area dirty here so that a dirty call is made
|
|
// upwards to us if the element is auto-positioned
|
|
element.SetAreaDirty();
|
|
element.Parent = null;
|
|
element.AndChildren(e => {
|
|
e.Root = null;
|
|
e.System = null;
|
|
this.Root?.InvokeOnElementRemoved(e);
|
|
this.OnChildRemoved?.Invoke(this, e);
|
|
});
|
|
this.SetSortedChildrenDirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes all children from this element that match the given condition.
|
|
/// </summary>
|
|
/// <param name="condition">The condition that determines if a child should be removed</param>
|
|
public virtual void RemoveChildren(Func<Element, bool> condition = null) {
|
|
for (var i = this.Children.Count - 1; i >= 0; i--) {
|
|
var child = this.Children[i];
|
|
if (condition == null || condition(child)) {
|
|
this.RemoveChild(child);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Causes <see cref="SortedChildren"/> to be recalculated as soon as possible.
|
|
/// </summary>
|
|
public void SetSortedChildrenDirty() {
|
|
this.sortedChildrenDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the <see cref="SortedChildren"/> list if <see cref="SetSortedChildrenDirty"/> is true.
|
|
/// </summary>
|
|
public void UpdateSortedChildrenIfDirty() {
|
|
if (this.sortedChildrenDirty)
|
|
this.ForceUpdateSortedChildren();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces an update of the <see cref="SortedChildren"/> list.
|
|
/// </summary>
|
|
public virtual void ForceUpdateSortedChildren() {
|
|
this.sortedChildrenDirty = false;
|
|
this.sortedChildren = new ReadOnlyCollection<Element>(this.Children.OrderBy(e => e.Priority).ToArray());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Causes this element's <see cref="Area"/> to be recalculated as soon as possible.
|
|
/// If this element is auto-anchored or its parent automatically changes its size based on its children, this element's parent's area is also marked dirty.
|
|
/// </summary>
|
|
public void SetAreaDirty() {
|
|
this.AreaDirty = true;
|
|
this.Parent?.OnChildAreaDirty(this, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates this element's <see cref="Area"/> and all of its <see cref="Children"/> by calling <see cref="ForceUpdateArea"/> if <see cref="AreaDirty"/> is true.
|
|
/// </summary>
|
|
/// <returns>Whether <see cref="AreaDirty"/> was true and <see cref="ForceUpdateArea"/> was called</returns>
|
|
public bool UpdateAreaIfDirty() {
|
|
if (this.AreaDirty) {
|
|
this.ForceUpdateArea();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces this element's <see cref="Area"/> to be updated if it is not <see cref="IsHidden"/>.
|
|
/// This method also updates all of this element's <see cref="Children"/>'s areas.
|
|
/// </summary>
|
|
public virtual void ForceUpdateArea() {
|
|
this.AreaDirty = false;
|
|
if (this.IsHidden)
|
|
return;
|
|
// if the parent's area is dirty, it would get updated anyway when querying its ChildPaddedArea,
|
|
// which would cause our ForceUpdateArea code to be run twice, so we only update our parent instead
|
|
if (this.Parent != null && this.Parent.UpdateAreaIfDirty())
|
|
return;
|
|
this.stopwatch.Restart();
|
|
|
|
var parentArea = this.ParentArea;
|
|
var parentCenterX = parentArea.X + parentArea.Width / 2;
|
|
var parentCenterY = parentArea.Y + parentArea.Height / 2;
|
|
var actualSize = this.CalcActualSize(parentArea);
|
|
|
|
var recursion = 0;
|
|
UpdateDisplayArea(actualSize);
|
|
|
|
this.stopwatch.Stop();
|
|
this.System.Metrics.ForceAreaUpdateTime += this.stopwatch.Elapsed;
|
|
this.System.Metrics.ForceAreaUpdates++;
|
|
|
|
void UpdateDisplayArea(Vector2 newSize) {
|
|
var pos = new Vector2();
|
|
switch (this.anchor) {
|
|
case Anchor.TopLeft:
|
|
case Anchor.AutoLeft:
|
|
case Anchor.AutoInline:
|
|
case Anchor.AutoInlineIgnoreOverflow:
|
|
pos.X = parentArea.X + this.ScaledOffset.X;
|
|
pos.Y = parentArea.Y + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.TopCenter:
|
|
case Anchor.AutoCenter:
|
|
pos.X = parentCenterX - newSize.X / 2 + this.ScaledOffset.X;
|
|
pos.Y = parentArea.Y + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.TopRight:
|
|
case Anchor.AutoRight:
|
|
pos.X = parentArea.Right - newSize.X - this.ScaledOffset.X;
|
|
pos.Y = parentArea.Y + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.CenterLeft:
|
|
pos.X = parentArea.X + this.ScaledOffset.X;
|
|
pos.Y = parentCenterY - newSize.Y / 2 + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.Center:
|
|
pos.X = parentCenterX - newSize.X / 2 + this.ScaledOffset.X;
|
|
pos.Y = parentCenterY - newSize.Y / 2 + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.CenterRight:
|
|
pos.X = parentArea.Right - newSize.X - this.ScaledOffset.X;
|
|
pos.Y = parentCenterY - newSize.Y / 2 + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.BottomLeft:
|
|
pos.X = parentArea.X + this.ScaledOffset.X;
|
|
pos.Y = parentArea.Bottom - newSize.Y - this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.BottomCenter:
|
|
pos.X = parentCenterX - newSize.X / 2 + this.ScaledOffset.X;
|
|
pos.Y = parentArea.Bottom - newSize.Y - this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.BottomRight:
|
|
pos.X = parentArea.Right - newSize.X - this.ScaledOffset.X;
|
|
pos.Y = parentArea.Bottom - newSize.Y - this.ScaledOffset.Y;
|
|
break;
|
|
}
|
|
|
|
if (this.Anchor >= Anchor.AutoLeft) {
|
|
Element previousChild;
|
|
if (this.Anchor == Anchor.AutoInline || this.Anchor == Anchor.AutoInlineIgnoreOverflow) {
|
|
previousChild = this.GetOlderSibling(e => !e.IsHidden && e.CanAutoAnchorsAttach);
|
|
} else {
|
|
previousChild = this.GetLowestOlderSibling(e => !e.IsHidden && e.CanAutoAnchorsAttach);
|
|
}
|
|
if (previousChild != null) {
|
|
var prevArea = previousChild.GetAreaForAutoAnchors();
|
|
switch (this.Anchor) {
|
|
case Anchor.AutoLeft:
|
|
case Anchor.AutoCenter:
|
|
case Anchor.AutoRight:
|
|
pos.Y = prevArea.Bottom + this.ScaledOffset.Y;
|
|
break;
|
|
case Anchor.AutoInline:
|
|
var newX = prevArea.Right + this.ScaledOffset.X;
|
|
// with awkward ui scale values, floating point rounding can cause an element that would usually
|
|
// be positioned correctly to be pushed into the next line due to a very small deviation
|
|
if (newX + newSize.X <= parentArea.Right + Element.Epsilon) {
|
|
pos.X = newX;
|
|
pos.Y = prevArea.Y + this.ScaledOffset.Y;
|
|
} else {
|
|
pos.Y = prevArea.Bottom + this.ScaledOffset.Y;
|
|
}
|
|
break;
|
|
case Anchor.AutoInlineIgnoreOverflow:
|
|
pos.X = prevArea.Right + this.ScaledOffset.X;
|
|
pos.Y = prevArea.Y + this.ScaledOffset.Y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.PreventParentSpill) {
|
|
if (pos.X < parentArea.X)
|
|
pos.X = parentArea.X;
|
|
if (pos.Y < parentArea.Y)
|
|
pos.Y = parentArea.Y;
|
|
if (pos.X + newSize.X > parentArea.Right)
|
|
newSize.X = parentArea.Right - pos.X;
|
|
if (pos.Y + newSize.Y > parentArea.Bottom)
|
|
newSize.Y = parentArea.Bottom - pos.Y;
|
|
}
|
|
|
|
this.SetAreaAndUpdateChildren(new RectangleF(pos, newSize));
|
|
|
|
if (this.SetWidthBasedOnChildren || this.SetHeightBasedOnChildren) {
|
|
Element foundChild = null;
|
|
var autoSize = this.UnscrolledArea.Size;
|
|
|
|
if (this.SetHeightBasedOnChildren) {
|
|
var lowest = this.GetLowestChild(e => !e.IsHidden);
|
|
if (lowest != null) {
|
|
autoSize.Y = lowest.UnscrolledArea.Bottom - pos.Y + this.ScaledChildPadding.Bottom;
|
|
foundChild = lowest;
|
|
} else {
|
|
if (this.Children.Any(e => !e.IsHidden))
|
|
throw new InvalidOperationException($"{this} with root {this.Root.Name} sets its height based on children but it only has visible children anchored too low ({string.Join(", ", this.Children.Where(c => !c.IsHidden).Select(c => c.Anchor))})");
|
|
autoSize.Y = 0;
|
|
}
|
|
}
|
|
|
|
if (this.SetWidthBasedOnChildren) {
|
|
var rightmost = this.GetRightmostChild(e => !e.IsHidden);
|
|
if (rightmost != null) {
|
|
autoSize.X = rightmost.UnscrolledArea.Right - pos.X + this.ScaledChildPadding.Right;
|
|
foundChild = rightmost;
|
|
} else {
|
|
if (this.Children.Any(e => !e.IsHidden))
|
|
throw new InvalidOperationException($"{this} with root {this.Root.Name} sets its width based on children but it only has visible children anchored too far right ({string.Join(", ", this.Children.Where(c => !c.IsHidden).Select(c => c.Anchor))})");
|
|
autoSize.X = 0;
|
|
}
|
|
}
|
|
|
|
if (this.TreatSizeAsMinimum) {
|
|
autoSize = Vector2.Max(autoSize, actualSize);
|
|
} else if (this.TreatSizeAsMaximum) {
|
|
autoSize = Vector2.Min(autoSize, actualSize);
|
|
}
|
|
|
|
// we want to leave some leeway to prevent float rounding causing an infinite loop
|
|
if (!autoSize.Equals(this.UnscrolledArea.Size, Element.Epsilon)) {
|
|
recursion++;
|
|
if (recursion >= 16) {
|
|
throw new ArithmeticException($"The area of {this} with root {this.Root.Name} has recursively updated too often. Does its child {foundChild} contain any conflicting auto-sizing settings?");
|
|
} else {
|
|
UpdateDisplayArea(autoSize);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets this element's <see cref="Area"/> to the given <see cref="RectangleF"/> and invokes the <see cref="UiSystem.OnElementAreaUpdated"/> event.
|
|
/// This method also updates all of this element's <see cref="Children"/>'s areas.
|
|
/// Note that this method does not take into account any auto-sizing, anchoring or positioning, and so it should be used sparingly, if at all.
|
|
/// </summary>
|
|
/// <seealso cref="ForceUpdateArea"/>
|
|
public virtual void SetAreaAndUpdateChildren(RectangleF area) {
|
|
this.area = area;
|
|
this.System.InvokeOnElementAreaUpdated(this);
|
|
foreach (var child in this.Children)
|
|
child.ForceUpdateArea();
|
|
this.System.Metrics.ActualAreaUpdates++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the actual size that this element should take up, based on the area that its parent encompasses.
|
|
/// By default, this is based on the information specified in <see cref="Size"/>'s documentation.
|
|
/// </summary>
|
|
/// <param name="parentArea">This parent's area, or the ui system's viewport if it has no parent</param>
|
|
/// <returns>The actual size of this element, taking <see cref="Scale"/> into account</returns>
|
|
protected virtual Vector2 CalcActualSize(RectangleF parentArea) {
|
|
var ret = new Vector2(
|
|
this.size.X > 1 ? this.ScaledSize.X : parentArea.Width * this.size.X,
|
|
this.size.Y > 1 ? this.ScaledSize.Y : parentArea.Height * this.size.Y);
|
|
if (this.size.X < 0)
|
|
ret.X = -this.size.X * ret.Y;
|
|
if (this.size.Y < 0)
|
|
ret.Y = -this.size.Y * ret.X;
|
|
return ret;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the area that should be used for determining where auto-anchoring children should attach.
|
|
/// </summary>
|
|
/// <returns>The area for auto anchors</returns>
|
|
protected virtual RectangleF GetAreaForAutoAnchors() {
|
|
return this.UnscrolledArea;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns this element's lowest child element (in terms of y position) that matches the given condition.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <returns>The lowest element, or null if no such element exists</returns>
|
|
public Element GetLowestChild(Func<Element, bool> condition = null) {
|
|
Element lowest = null;
|
|
foreach (var child in this.Children) {
|
|
if (condition != null && !condition(child))
|
|
continue;
|
|
if (child.Anchor > Anchor.TopRight && child.Anchor < Anchor.AutoLeft)
|
|
continue;
|
|
if (lowest == null || child.UnscrolledArea.Bottom >= lowest.UnscrolledArea.Bottom)
|
|
lowest = child;
|
|
}
|
|
return lowest;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns this element's rightmost child (in terms of x position) that matches the given condition.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <returns>The rightmost element, or null if no such element exists</returns>
|
|
public Element GetRightmostChild(Func<Element, bool> condition = null) {
|
|
Element rightmost = null;
|
|
foreach (var child in this.Children) {
|
|
if (condition != null && !condition(child))
|
|
continue;
|
|
if (child.Anchor < Anchor.AutoLeft && child.Anchor != Anchor.TopLeft && child.Anchor != Anchor.CenterLeft && child.Anchor != Anchor.BottomLeft)
|
|
continue;
|
|
if (rightmost == null || child.UnscrolledArea.Right >= rightmost.UnscrolledArea.Right)
|
|
rightmost = child;
|
|
}
|
|
return rightmost;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns this element's lowest sibling that is also older (lower in its parent's <see cref="Children"/> list) than this element that also matches the given condition.
|
|
/// The returned element's <see cref="Parent"/> will always be equal to this element's <see cref="Parent"/>.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <returns>The lowest older sibling of this element, or null if no such element exists</returns>
|
|
public Element GetLowestOlderSibling(Func<Element, bool> condition = null) {
|
|
if (this.Parent == null)
|
|
return null;
|
|
Element lowest = null;
|
|
foreach (var child in this.Parent.Children) {
|
|
if (child == this)
|
|
break;
|
|
if (condition != null && !condition(child))
|
|
continue;
|
|
if (lowest == null || child.UnscrolledArea.Bottom >= lowest.UnscrolledArea.Bottom)
|
|
lowest = child;
|
|
}
|
|
return lowest;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns this element's first older sibling that matches the given condition.
|
|
/// The returned element's <see cref="Parent"/> will always be equal to this element's <see cref="Parent"/>.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <returns>The older sibling, or null if no such element exists</returns>
|
|
public Element GetOlderSibling(Func<Element, bool> condition = null) {
|
|
if (this.Parent == null)
|
|
return null;
|
|
Element older = null;
|
|
foreach (var child in this.Parent.Children) {
|
|
if (child == this)
|
|
break;
|
|
if (condition != null && !condition(child))
|
|
continue;
|
|
older = child;
|
|
}
|
|
return older;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns all of this element's siblings that match the given condition.
|
|
/// Siblings are elements that have the same <see cref="Parent"/> as this element.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <returns>This element's siblings</returns>
|
|
public IEnumerable<Element> GetSiblings(Func<Element, bool> condition = null) {
|
|
if (this.Parent == null)
|
|
yield break;
|
|
foreach (var child in this.Parent.Children) {
|
|
if (condition != null && !condition(child))
|
|
continue;
|
|
if (child != this)
|
|
yield return child;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns all of this element's children of the given type that match the given condition.
|
|
/// Optionally, the entire tree of children (grandchildren) can be searched.
|
|
/// </summary>
|
|
/// <param name="condition">The condition to match</param>
|
|
/// <param name="regardGrandchildren">If this value is true, children of children of this element are also searched</param>
|
|
/// <param name="ignoreFalseGrandchildren">If this value is true, children for which the condition does not match will not have their children searched</param>
|
|
/// <typeparam name="T">The type of children to search for</typeparam>
|
|
/// <returns>All children that match the condition</returns>
|
|
public IEnumerable<T> GetChildren<T>(Func<T, bool> condition = null, bool regardGrandchildren = false, bool ignoreFalseGrandchildren = false) where T : Element {
|
|
foreach (var child in this.Children) {
|
|
var applies = child is T t && (condition == null || condition(t));
|
|
if (applies)
|
|
yield return (T) child;
|
|
if (regardGrandchildren && (!ignoreFalseGrandchildren || applies)) {
|
|
foreach (var cc in child.GetChildren(condition, true, ignoreFalseGrandchildren))
|
|
yield return cc;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc cref="GetChildren{T}"/>
|
|
public IEnumerable<Element> GetChildren(Func<Element, bool> condition = null, bool regardGrandchildren = false, bool ignoreFalseGrandchildren = false) {
|
|
return this.GetChildren<Element>(condition, regardGrandchildren, ignoreFalseGrandchildren);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the parent tree of this element.
|
|
/// The parent tree is this element's <see cref="Parent"/>, followed by its parent, and so on, up until the <see cref="RootElement"/>'s <see cref="RootElement.Element"/>.
|
|
/// </summary>
|
|
/// <returns>This element's parent tree</returns>
|
|
public IEnumerable<Element> GetParentTree() {
|
|
if (this.Parent == null)
|
|
yield break;
|
|
yield return this.Parent;
|
|
foreach (var parent in this.Parent.GetParentTree())
|
|
yield return parent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a subset of <see cref="Children"/> that are currently relevant in terms of drawing and input querying.
|
|
/// A <see cref="Panel"/> only returns elements that are currently in view here.
|
|
/// </summary>
|
|
/// <returns>This element's relevant children</returns>
|
|
protected virtual IList<Element> GetRelevantChildren() {
|
|
return this.SortedChildren;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates this element and all of its <see cref="SortedChildren"/>
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
public virtual void Update(GameTime time) {
|
|
this.System.InvokeOnElementUpdated(this, time);
|
|
|
|
// update all sorted children, not just relevant ones, because they might become relevant or irrelevant through updates
|
|
foreach (var child in this.SortedChildren) {
|
|
if (child.System != null)
|
|
child.Update(time);
|
|
}
|
|
|
|
if (this.System != null)
|
|
this.System.Metrics.Updates++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws this element by calling <see cref="Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/> internally.
|
|
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <c>SpriteBatch.Begin</c> call is also started.
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch to use for drawing</param>
|
|
/// <param name="alpha">The alpha to draw this element and its children with</param>
|
|
/// <param name="blendState">The blend state that is used for drawing</param>
|
|
/// <param name="samplerState">The sampler state that is used for drawing</param>
|
|
/// <param name="effect">The effect that is used for drawing</param>
|
|
/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
|
|
/// <param name="matrix">The transformation matrix that is used for drawing</param>
|
|
[Obsolete("Use DrawTransformed that takes a SpriteBatchContext instead")]
|
|
public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
|
|
this.DrawTransformed(time, batch, alpha, new SpriteBatchContext(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws this element by calling <see cref="Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/> internally.
|
|
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <c>SpriteBatch.Begin</c> call is also started.
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch to use for drawing</param>
|
|
/// <param name="alpha">The alpha to draw this element and its children with</param>
|
|
/// <param name="context">The sprite batch context to use for drawing</param>
|
|
public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
|
|
#pragma warning disable CS0618
|
|
var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
|
|
var transformed = context;
|
|
transformed.TransformMatrix = this.Transform * transformed.TransformMatrix;
|
|
// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
|
|
if (customDraw) {
|
|
// end the usual draw so that we can begin our own
|
|
batch.End();
|
|
// begin our own draw call
|
|
batch.Begin(transformed);
|
|
}
|
|
#pragma warning restore CS0618
|
|
|
|
// draw content in custom begin call
|
|
#pragma warning disable CS0618
|
|
this.Draw(time, batch, alpha, transformed.BlendState, transformed.SamplerState, transformed.DepthStencilState, transformed.Effect, transformed.TransformMatrix);
|
|
#pragma warning restore CS0618
|
|
if (this.System != null)
|
|
this.System.Metrics.Draws++;
|
|
|
|
if (customDraw) {
|
|
// end our draw
|
|
batch.End();
|
|
// begin the usual draw again for other elements
|
|
batch.Begin(context);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws this element and all of its children. Override this method to draw the content of custom elements.
|
|
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has already been called with custom <see cref="Transform"/> etc. applied.
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch to use for drawing</param>
|
|
/// <param name="alpha">The alpha to draw this element and its children with</param>
|
|
/// <param name="blendState">The blend state that is used for drawing</param>
|
|
/// <param name="samplerState">The sampler state that is used for drawing</param>
|
|
/// <param name="effect">The effect that is used for drawing</param>
|
|
/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
|
|
/// <param name="matrix">The transformation matrix that is used for drawing</param>
|
|
[Obsolete("Use Draw that takes a SpriteBatchContext instead")]
|
|
public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
|
|
this.Draw(time, batch, alpha, new SpriteBatchContext(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws this element and all of its children. Override this method to draw the content of custom elements.
|
|
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has already been called with custom <see cref="Transform"/> etc. applied.
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch to use for drawing</param>
|
|
/// <param name="alpha">The alpha to draw this element and its children with</param>
|
|
/// <param name="context">The sprite batch context to use for drawing</param>
|
|
public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
|
|
this.System.InvokeOnElementDrawn(this, time, batch, alpha);
|
|
if (this.IsSelected)
|
|
this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha);
|
|
|
|
foreach (var child in this.GetRelevantChildren()) {
|
|
if (!child.IsHidden) {
|
|
#pragma warning disable CS0618
|
|
child.DrawTransformed(time, batch, alpha * child.DrawAlpha, context.BlendState, context.SamplerState, context.DepthStencilState, context.Effect, context.TransformMatrix);
|
|
#pragma warning restore CS0618
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws this element and all of its <see cref="GetRelevantChildren"/> early.
|
|
/// Drawing early involves drawing onto <see cref="RenderTarget2D"/> instances rather than onto the screen.
|
|
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has not yet been called.
|
|
/// </summary>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch to use for drawing</param>
|
|
/// <param name="alpha">The alpha to draw this element and its children with</param>
|
|
/// <param name="blendState">The blend state that is used for drawing</param>
|
|
/// <param name="samplerState">The sampler state that is used for drawing</param>
|
|
/// <param name="effect">The effect that is used for drawing</param>
|
|
/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
|
|
/// <param name="matrix">The transformation matrix that is used for drawing</param>
|
|
[Obsolete("DrawEarly is deprecated. For custom implementations, see Panel.Draw for how to replace this method.")]
|
|
public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
|
|
foreach (var child in this.GetRelevantChildren()) {
|
|
if (!child.IsHidden)
|
|
child.DrawEarly(time, batch, alpha * child.DrawAlpha, blendState, samplerState, depthStencilState, effect, matrix);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the element under the given position, searching the current element and all of its <see cref="GetRelevantChildren"/>.
|
|
/// </summary>
|
|
/// <param name="position">The position to query</param>
|
|
/// <returns>The element under the position, or null if no such element exists</returns>
|
|
public virtual Element GetElementUnderPos(Vector2 position) {
|
|
if (this.IsHidden)
|
|
return null;
|
|
position = this.TransformInverse(position);
|
|
var relevant = this.GetRelevantChildren();
|
|
for (var i = relevant.Count - 1; i >= 0; i--) {
|
|
var element = relevant[i].GetElementUnderPos(position);
|
|
if (element != null)
|
|
return element;
|
|
}
|
|
return this.CanBeMoused && this.DisplayArea.Contains(position) ? this : null;
|
|
}
|
|
|
|
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
|
|
public virtual void Dispose() {
|
|
this.OnDisposed?.Invoke(this);
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs the specified action on this element and all of its <see cref="Children"/>
|
|
/// </summary>
|
|
/// <param name="action">The action to perform</param>
|
|
public void AndChildren(Action<Element> action) {
|
|
action(this);
|
|
foreach (var child in this.Children)
|
|
child.AndChildren(action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sorts this element's <see cref="Children"/> using the given comparison.
|
|
/// </summary>
|
|
/// <param name="comparison">The comparison to sort by</param>
|
|
public void ReorderChildren(Comparison<Element> comparison) {
|
|
this.children.Sort(comparison);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverses this element's <see cref="Children"/> list in the given range.
|
|
/// </summary>
|
|
/// <param name="index">The index to start reversing at</param>
|
|
/// <param name="count">The amount of elements to reverse</param>
|
|
public void ReverseChildren(int index = 0, int? count = null) {
|
|
this.children.Reverse(index, count ?? this.Children.Count);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scales this element's <see cref="Transform"/> matrix based on the given scale and origin.
|
|
/// </summary>
|
|
/// <param name="scale">The scale to use</param>
|
|
/// <param name="origin">The origin to use for scaling, or null to use this element's center point</param>
|
|
public void ScaleTransform(float scale, Vector2? origin = null) {
|
|
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes this element's <see cref="StyleProp{T}"/> instances using the ui system's <see cref="UiStyle"/>.
|
|
/// </summary>
|
|
/// <param name="style">The new style</param>
|
|
protected virtual void InitStyle(UiStyle style) {
|
|
this.SelectionIndicator = this.SelectionIndicator.OrStyle(style.SelectionIndicator);
|
|
this.ActionSound = this.ActionSound.OrStyle(style.ActionSound);
|
|
this.SecondActionSound = this.SecondActionSound.OrStyle(style.ActionSound);
|
|
|
|
this.System?.InvokeOnElementStyleInit(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// A method that gets called by this element's <see cref="Children"/> or any of its grandchildren when their <see cref="SetAreaDirty"/> methods get called.
|
|
/// Note that the element's area might already be dirty, which will not stop this method from being called.
|
|
/// </summary>
|
|
/// <param name="child">The child whose area is being set dirty.</param>
|
|
/// <param name="grandchild">Whether the <paramref name="child"/> is a grandchild of this element, rather than a direct child.</param>
|
|
protected virtual void OnChildAreaDirty(Element child, bool grandchild) {
|
|
if (!grandchild) {
|
|
if (child.Anchor >= Anchor.AutoLeft || this.SetWidthBasedOnChildren || this.SetHeightBasedOnChildren)
|
|
this.SetAreaDirty();
|
|
}
|
|
this.Parent?.OnChildAreaDirty(child, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transforms the given <paramref name="position"/> by the inverse of this element's <see cref="Transform"/> matrix.
|
|
/// </summary>
|
|
/// <param name="position">The position to transform</param>
|
|
/// <returns>The transformed position</returns>
|
|
protected Vector2 TransformInverse(Vector2 position) {
|
|
return this.Transform != Matrix.Identity ? Vector2.Transform(position, Matrix.Invert(this.Transform)) : position;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transforms the given <paramref name="position"/> by this element's <see cref="Root"/>'s <see cref="RootElement.InvTransform"/>, the inverses of all of the <see cref="Transform"/> matrices of this element's parent tree (<see cref="GetParentTree"/>), and the inverse of this element's <see cref="Transform"/> matrix.
|
|
/// Note that, when using <see cref="UiControls.GetElementUnderPos"/>, this operation is done recursively, which is more efficient.
|
|
/// </summary>
|
|
/// <param name="position">The position to transform</param>
|
|
/// <returns>The transformed position</returns>
|
|
protected Vector2 TransformInverseAll(Vector2 position) {
|
|
position = Vector2.Transform(position, this.Root.InvTransform);
|
|
foreach (var parent in this.GetParentTree().Reverse())
|
|
position = parent.TransformInverse(position);
|
|
return this.TransformInverse(position);
|
|
}
|
|
|
|
/// <summary>
|
|
/// A delegate used for the <see cref="Element.OnTextInput"/> event.
|
|
/// </summary>
|
|
/// <param name="element">The current element</param>
|
|
/// <param name="key">The key that was pressed</param>
|
|
/// <param name="character">The character that was input</param>
|
|
public delegate void TextInputCallback(Element element, Keys key, char character);
|
|
|
|
/// <summary>
|
|
/// A generic element-specific delegate.
|
|
/// </summary>
|
|
/// <param name="element">The current element</param>
|
|
public delegate void GenericCallback(Element element);
|
|
|
|
/// <summary>
|
|
/// A generic element-specific delegate that includes a second element.
|
|
/// </summary>
|
|
/// <param name="thisElement">The current element</param>
|
|
/// <param name="otherElement">The other element</param>
|
|
public delegate void OtherElementCallback(Element thisElement, Element otherElement);
|
|
|
|
/// <summary>
|
|
/// A delegate used inside of <see cref="Element.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/>
|
|
/// </summary>
|
|
/// <param name="element">The element that is being drawn</param>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch used for drawing</param>
|
|
/// <param name="alpha">The alpha this element is drawn with</param>
|
|
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha);
|
|
|
|
/// <summary>
|
|
/// A generic delegate used inside of <see cref="Element.Update"/>
|
|
/// </summary>
|
|
/// <param name="element">The current element</param>
|
|
/// <param name="time">The game's time</param>
|
|
public delegate void TimeCallback(Element element, GameTime time);
|
|
|
|
/// <summary>
|
|
/// A delegate used by <see cref="Element.GetTabNextElement"/>.
|
|
/// </summary>
|
|
/// <param name="backward">If this value is true, <see cref="ModifierKey.Shift"/> is being held</param>
|
|
/// <param name="usualNext">The element that is considered to be the next element by default</param>
|
|
public delegate Element TabNextElementCallback(bool backward, Element usualNext);
|
|
|
|
/// <summary>
|
|
/// A delegate used by <see cref="Element.GetGamepadNextElement"/>.
|
|
/// </summary>
|
|
/// <param name="dir">The direction of the gamepad button that was pressed</param>
|
|
/// <param name="usualNext">The element that is considered to be the next element by default</param>
|
|
public delegate Element GamepadNextElementCallback(Direction2 dir, Element usualNext);
|
|
|
|
/// <summary>
|
|
/// A delegate method used for <see cref="BeginImpl"/>
|
|
/// </summary>
|
|
/// <param name="element">The custom draw group</param>
|
|
/// <param name="time">The game's time</param>
|
|
/// <param name="batch">The sprite batch used for drawing</param>
|
|
/// <param name="alpha">This element's draw alpha</param>
|
|
/// <param name="blendState">The blend state used for drawing</param>
|
|
/// <param name="samplerState">The sampler state used for drawing</param>
|
|
/// <param name="effect">The effect used for drawing</param>
|
|
/// <param name="depthStencilState">The depth stencil state used for drawing</param>
|
|
/// <param name="matrix">The transform matrix used for drawing</param>
|
|
[Obsolete("BeginDelegate is deprecated. You can create a custom element class and override Draw instead.")]
|
|
public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix);
|
|
|
|
}
|
|
}
|