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MLEM/MLEM.Ui/UiControls.cs

518 lines
27 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using MLEM.Input;
using MLEM.Maths;
using MLEM.Misc;
using MLEM.Ui.Elements;
using MLEM.Ui.Style;
#if NET452
#endif
namespace MLEM.Ui {
/// <summary>
/// UiControls holds and manages all of the controls for a <see cref="UiSystem"/>.
/// UiControls supports keyboard, mouse, gamepad and touch input using an underlying <see cref="InputHandler"/>.
/// </summary>
public class UiControls {
/// <summary>
/// The input handler that is used for querying input
/// </summary>
public readonly InputHandler Input;
/// <summary>
/// A list of <see cref="Keys"/>, <see cref="Buttons"/> and/or <see cref="MouseButton"/> that act as the buttons on the keyboard which perform the <see cref="Element.OnPressed"/> action.
/// If the <see cref="ModifierKey.Shift"/> is held, these buttons perform <see cref="Element.OnSecondaryPressed"/>.
/// </summary>
public readonly Keybind KeyboardButtons = new Keybind().Add(Keys.Space).Add(Keys.Enter);
/// <summary>
/// AA <see cref="Keybind"/> that acts as the buttons on a gamepad that perform the <see cref="Element.OnPressed"/> action.
/// </summary>
public readonly Keybind GamepadButtons = new Keybind(Buttons.A);
/// <summary>
/// A <see cref="Keybind"/> that acts as the buttons on a gamepad that perform the <see cref="Element.OnSecondaryPressed"/> action.
/// </summary>
public readonly Keybind SecondaryGamepadButtons = new Keybind(Buttons.X);
/// <summary>
/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is above the currently selected element.
/// </summary>
public readonly Keybind UpButtons = new Keybind().Add(Buttons.DPadUp).Add(Buttons.LeftThumbstickUp);
/// <summary>
/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is below the currently selected element.
/// </summary>
public readonly Keybind DownButtons = new Keybind().Add(Buttons.DPadDown).Add(Buttons.LeftThumbstickDown);
/// <summary>
/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is to the left of the currently selected element.
/// </summary>
public readonly Keybind LeftButtons = new Keybind().Add(Buttons.DPadLeft).Add(Buttons.LeftThumbstickLeft);
/// <summary>
/// A <see cref="Keybind"/> that acts as the buttons that select a <see cref="Element"/> that is to the right of the currently selected element.
/// </summary>
public readonly Keybind RightButtons = new Keybind().Add(Buttons.DPadRight).Add(Buttons.LeftThumbstickRight);
/// <summary>
/// All <see cref="Keybind"/> instances used by these ui controls.
/// This can be used to easily serialize and deserialize all ui keybinds.
/// </summary>
public readonly Keybind[] Keybinds;
/// <summary>
/// The <see cref="RootElement"/> that is currently active.
/// The active root element is the one with the highest <see cref="RootElement.Priority"/> that <see cref="RootElement.CanBeActive"/>.
/// </summary>
public RootElement ActiveRoot { get; protected set; }
/// <summary>
/// The <see cref="Element"/> that the mouse is currently over.
/// </summary>
public Element MousedElement { get; protected set; }
/// <summary>
/// The <see cref="Element"/> that is currently touched.
/// </summary>
public Element TouchedElement { get; protected set; }
/// <summary>
/// The element that is currently selected.
/// This is the <see cref="RootElement.SelectedElement"/> of the <see cref="ActiveRoot"/>.
/// </summary>
public Element SelectedElement => this.GetSelectedElement(this.ActiveRoot);
/// <summary>
/// The zero-based index of the <see cref="GamePad"/> used for gamepad input.
/// If this index is lower than 0, every connected gamepad will trigger input.
/// </summary>
public int GamepadIndex = -1;
/// <summary>
/// Set this to false to disable mouse input for these ui controls.
/// Note that this does not disable mouse input for the underlying <see cref="InputHandler"/>.
/// </summary>
public bool HandleMouse = true;
/// <summary>
/// Set this to false to disable keyboard input for these ui controls.
/// Note that this does not disable keyboard input for the underlying <see cref="InputHandler"/>.
/// </summary>
public bool HandleKeyboard = true;
/// <summary>
/// Set this to false to disable touch input for these ui controls.
/// Note that this does not disable touch input for the underlying <see cref="InputHandler"/>.
/// </summary>
public bool HandleTouch = true;
/// <summary>
/// Set this to false to disable gamepad input for these ui controls.
/// Note that this does not disable gamepad input for the underlying <see cref="InputHandler"/>.
/// </summary>
public bool HandleGamepad = true;
/// <summary>
/// If this value is true, the ui controls are in automatic navigation mode. The state of automatic navigation is usually based on the current <see cref="NavType"/>.
/// This means that the <see cref="UiStyle.SelectionIndicator"/> will be drawn around the <see cref="SelectedElement"/>.
/// </summary>
public bool IsAutoNavMode {
get => this.isAutoNavMode;
set {
if (this.isAutoNavMode != value) {
this.isAutoNavMode = value;
this.AutoNavModeChanged?.Invoke(value);
}
}
}
/// <summary>
/// The current <see cref="NavigationType"/> of these ui controls, which represents the last type of interaction that was used to interact with the underlying <see cref="UiSystem"/>.
/// </summary>
public NavigationType NavType {
get => this.navType;
set {
if (this.navType != value) {
var last = this.navType;
this.navType = value;
this.NavTypeChanged?.Invoke(last, value);
}
}
}
/// <summary>
/// An event that is raised when <see cref="IsAutoNavMode"/> is changed.
/// This can be used for custom actions like hiding the mouse cursor when automatic navigation is enabled.
/// </summary>
public event Action<bool> AutoNavModeChanged;
/// <summary>
/// An event that is raised when <see cref="NavType"/> is changed. It receives the previous navigation type, as well as the newly set navigation type.
/// </summary>
public event Action<NavigationType, NavigationType> NavTypeChanged;
/// <summary>
/// This value ist true if the <see cref="InputHandler"/> was created by this ui controls instance, or if it was passed in.
/// If the input handler was created by this instance, its <see cref="InputHandler.Update()"/> method should be called by us.
/// </summary>
protected readonly bool IsInputOurs;
/// <summary>
/// The <see cref="UiSystem"/> that this ui controls instance is controlling
/// </summary>
protected readonly UiSystem System;
private readonly Dictionary<string, Element> selectedElements = new Dictionary<string, Element>();
private bool isAutoNavMode;
private NavigationType navType;
/// <summary>
/// Creates a new instance of the ui controls.
/// You should rarely have to invoke this manually, since the <see cref="UiSystem"/> handles it.
/// </summary>
/// <param name="system">The ui system to control with these controls</param>
/// <param name="inputHandler">The input handler to use for controlling, or null to create a new one.</param>
public UiControls(UiSystem system, InputHandler inputHandler = null) {
this.System = system;
this.Input = inputHandler ?? new InputHandler(system.Game);
this.IsInputOurs = inputHandler == null;
this.Keybinds = typeof(UiControls).GetFields()
.Where(f => f.FieldType == typeof(Keybind))
.Select(f => (Keybind) f.GetValue(this)).ToArray();
// enable all required gestures
InputHandler.EnableGestures(GestureType.Tap, GestureType.Hold);
}
/// <summary>
/// Update this ui controls instance, causing the underlying <see cref="InputHandler"/> to be updated, as well as ui input to be queried.
/// </summary>
public virtual void Update() {
if (this.IsInputOurs)
this.Input.Update();
this.ActiveRoot = this.System.GetRootElements().FirstOrDefault(root => root.CanBeActive);
if (this.HandleMouse) {
var mousedNow = this.GetElementUnderPos(new Vector2(this.Input.ViewportMousePosition.X, this.Input.ViewportMousePosition.Y));
this.SetMousedElement(mousedNow);
if (this.Input.IsPressedAvailable(MouseButton.Left)) {
this.IsAutoNavMode = false;
this.NavType = NavigationType.Mouse;
var selectedNow = mousedNow != null && mousedNow.CanBeSelected ? mousedNow : null;
this.SelectElement(this.ActiveRoot, selectedNow);
if (mousedNow != null && mousedNow.CanBePressed) {
this.PressElement(mousedNow);
this.Input.TryConsumePressed(MouseButton.Left);
}
} else if (this.Input.IsPressedAvailable(MouseButton.Right)) {
this.IsAutoNavMode = false;
this.NavType = NavigationType.Mouse;
if (mousedNow != null && mousedNow.CanBePressed) {
this.PressElement(mousedNow, true);
this.Input.TryConsumePressed(MouseButton.Right);
}
}
} else {
this.SetMousedElement(null);
}
if (this.HandleKeyboard) {
if (this.KeyboardButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
this.NavType = NavigationType.Keyboard;
// primary or secondary action on element using space or enter
this.PressElement(this.SelectedElement, this.Input.IsModifierKeyDown(ModifierKey.Shift));
this.KeyboardButtons.TryConsumePressed(this.Input, this.GamepadIndex);
}
} else if (this.Input.IsPressedAvailable(Keys.Tab)) {
this.IsAutoNavMode = true;
this.NavType = NavigationType.Keyboard;
// tab or shift-tab to next or previous element
var backward = this.Input.IsModifierKeyDown(ModifierKey.Shift);
var next = this.GetTabNextElement(backward);
if (this.SelectedElement?.Root != null)
next = this.SelectedElement.GetTabNextElement(backward, next);
if (next != this.SelectedElement) {
this.SelectElement(this.ActiveRoot, next);
this.Input.TryConsumePressed(Keys.Tab);
}
}
}
if (this.HandleTouch) {
if (this.Input.GetViewportGesture(GestureType.Tap, out var tap)) {
this.IsAutoNavMode = false;
this.NavType = NavigationType.Touch;
var tapped = this.GetElementUnderPos(tap.Position);
this.SelectElement(this.ActiveRoot, tapped);
if (tapped != null && tapped.CanBePressed)
this.PressElement(tapped);
} else if (this.Input.GetViewportGesture(GestureType.Hold, out var hold)) {
this.IsAutoNavMode = false;
this.NavType = NavigationType.Touch;
var held = this.GetElementUnderPos(hold.Position);
this.SelectElement(this.ActiveRoot, held);
if (held != null && held.CanBePressed)
this.PressElement(held, true);
} else if (this.Input.ViewportTouchState.Count <= 0) {
this.SetTouchedElement(null);
} else {
foreach (var location in this.Input.ViewportTouchState) {
var element = this.GetElementUnderPos(location.Position);
if (location.State == TouchLocationState.Pressed) {
this.NavType = NavigationType.Touch;
// start touching an element if we just touched down on it
this.SetTouchedElement(element);
} else if (element != this.TouchedElement) {
// if we moved off of the touched element, we stop touching
this.SetTouchedElement(null);
}
}
}
} else {
this.SetTouchedElement(null);
}
if (this.HandleGamepad) {
if (this.GamepadButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
this.NavType = NavigationType.Gamepad;
this.PressElement(this.SelectedElement);
this.GamepadButtons.TryConsumePressed(this.Input, this.GamepadIndex);
}
} else if (this.SecondaryGamepadButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.SelectedElement?.Root != null && this.SelectedElement.CanBePressed) {
this.NavType = NavigationType.Gamepad;
this.PressElement(this.SelectedElement, true);
this.SecondaryGamepadButtons.TryConsumePressed(this.Input, this.GamepadIndex);
}
} else if (this.DownButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.HandleGamepadNextElement(Direction2.Down))
this.DownButtons.TryConsumePressed(this.Input, this.GamepadIndex);
} else if (this.LeftButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.HandleGamepadNextElement(Direction2.Left))
this.LeftButtons.TryConsumePressed(this.Input, this.GamepadIndex);
} else if (this.RightButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.HandleGamepadNextElement(Direction2.Right))
this.RightButtons.TryConsumePressed(this.Input, this.GamepadIndex);
} else if (this.UpButtons.IsPressedAvailable(this.Input, this.GamepadIndex)) {
if (this.HandleGamepadNextElement(Direction2.Up))
this.UpButtons.TryConsumePressed(this.Input, this.GamepadIndex);
}
}
}
/// <summary>
/// Returns the <see cref="Element"/> in the underlying <see cref="UiSystem"/> that is currently below the given position.
/// Throughout the ui system, this is used for mouse input querying.
/// </summary>
/// <param name="position">The position to query</param>
/// <returns>The element under the position, or null if there isn't one</returns>
public virtual Element GetElementUnderPos(Vector2 position) {
foreach (var root in this.System.GetRootElements()) {
var pos = Vector2.Transform(position, root.InvTransform);
var moused = root.Element.GetElementUnderPos(pos);
if (moused != null)
return moused;
}
return null;
}
/// <summary>
/// Selects the given element that is a child of the given root element.
/// Optionally, automatic navigation can be forced on, causing the <see cref="UiStyle.SelectionIndicator"/> to be drawn around the element.
/// A simpler version of this method is <see cref="RootElement.SelectElement"/>.
/// </summary>
/// <param name="root">The root element of the <see cref="Element"/></param>
/// <param name="element">The element to select, or null to deselect the selected element.</param>
/// <param name="autoNav">Whether automatic navigation should be forced on. If this is <see langword="null"/>, the automatic navigation state will stay the same.</param>
/// <param name="navType">An optional <see cref="NavigationType"/> to set. If this is <see langword="null"/>, the navigation type will stay the same.</param>
public void SelectElement(RootElement root, Element element, bool? autoNav = null, NavigationType? navType = null) {
if (root == null)
return;
if (element != null && !element.CanBeSelected)
return;
var selected = this.GetSelectedElement(root);
if (selected == element)
return;
if (selected != null)
this.System.InvokeOnElementDeselected(selected);
if (element != null) {
this.System.InvokeOnElementSelected(element);
this.selectedElements[root.Name] = element;
} else {
this.selectedElements.Remove(root.Name);
}
this.System.InvokeOnSelectedElementChanged(element);
if (autoNav != null)
this.IsAutoNavMode = autoNav.Value;
if (navType != null)
this.NavType = navType.Value;
}
/// <summary>
/// Sets the <see cref="MousedElement"/> to the given value, calling the appropriate events.
/// </summary>
/// <param name="element">The element to set as moused</param>
public void SetMousedElement(Element element) {
if (element != null && !element.CanBeMoused)
return;
if (element != this.MousedElement) {
if (this.MousedElement != null)
this.System.InvokeOnElementMouseExit(this.MousedElement);
if (element != null)
this.System.InvokeOnElementMouseEnter(element);
this.MousedElement = element;
this.System.InvokeOnMousedElementChanged(element);
}
}
/// <summary>
/// Sets the <see cref="TouchedElement"/> to the given value, calling the appropriate events.
/// </summary>
/// <param name="element">The element to set as touched</param>
public void SetTouchedElement(Element element) {
if (element != null && !element.CanBeMoused)
return;
if (element != this.TouchedElement) {
if (this.TouchedElement != null)
this.System.InvokeOnElementTouchExit(this.TouchedElement);
if (element != null)
this.System.InvokeOnElementTouchEnter(element);
this.TouchedElement = element;
this.System.InvokeOnTouchedElementChanged(element);
}
}
/// <summary>
/// Returns the selected element for the given root element.
/// A property equivalent to this method is <see cref="RootElement.SelectedElement"/>.
/// </summary>
/// <param name="root">The root element whose selected element to return</param>
/// <returns>The given root's selected element, or null if the root doesn't exist, or if there is no selected element for that root.</returns>
public Element GetSelectedElement(RootElement root) {
if (root == null)
return null;
this.selectedElements.TryGetValue(root.Name, out var element);
return element;
}
/// <summary>
/// Causes the passed element to be pressed, invoking its <see cref="Element.OnPressed"/> or <see cref="Element.OnSecondaryPressed"/> through <see cref="UiSystem.OnElementPressed"/> or <see cref="UiSystem.OnElementSecondaryPressed"/>.
/// </summary>
/// <param name="element">The element to press.</param>
/// <param name="secondary">Whether the secondary action should be invoked, rather than the primary one.</param>
public void PressElement(Element element, bool secondary = false) {
if (secondary) {
this.System.InvokeOnElementSecondaryPressed(element);
} else {
this.System.InvokeOnElementPressed(element);
}
}
/// <summary>
/// Returns the next element to select when pressing the <see cref="Keys.Tab"/> key during keyboard navigation.
/// If the <c>backward</c> boolean is true, the previous element should be returned instead.
/// </summary>
/// <param name="backward">If we're going backwards (if <see cref="ModifierKey.Shift"/> is held)</param>
/// <returns>The next or previous element to select</returns>
protected virtual Element GetTabNextElement(bool backward) {
if (this.ActiveRoot == null)
return null;
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element)
// we can't add these checks to GetChildren because it ignores false grandchildren
.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
if (this.SelectedElement?.Root != this.ActiveRoot) {
// if we don't have an element selected in this root, navigate to the first one without a group
var allowed = children.Where(c => c.AutoNavGroup == null);
return backward ? allowed.LastOrDefault() : allowed.FirstOrDefault();
} else {
var foundCurr = false;
Element lastFound = null;
foreach (var child in children) {
if (child == this.SelectedElement) {
// when going backwards, return the last element found before the current one
if (backward)
return lastFound;
foundCurr = true;
} else {
// when going forwards, return the element after the current one
if (!backward && foundCurr)
return child;
}
lastFound = child;
}
return null;
}
}
/// <summary>
/// Returns the next element that should be selected during gamepad navigation, based on the <see cref="Direction2"/> that we're looking for elements in.
/// </summary>
/// <param name="direction">The direction that we're looking for next elements in</param>
/// <returns>The first element found in that area</returns>
protected virtual Element GetGamepadNextElement(Direction2 direction) {
if (this.ActiveRoot == null)
return null;
var children = this.ActiveRoot.Element.GetChildren(c => !c.IsHidden, true, true).Append(this.ActiveRoot.Element)
// we can't add these checks to GetChildren because it ignores false grandchildren
.Where(c => c.CanBeSelected && c.AutoNavGroup == this.SelectedElement?.AutoNavGroup);
if (this.SelectedElement?.Root != this.ActiveRoot) {
// if we don't have an element selected in this root, navigate to the first one without a group
return children.FirstOrDefault(c => c.AutoNavGroup == null);
} else {
Element closest = null;
float closestPriority = 0;
foreach (var child in children) {
if (child == this.SelectedElement)
continue;
var offset = child.Area.Center - this.SelectedElement.Area.Center;
var angle = Math.Abs(MathHelper.WrapAngle(direction.Angle() - (float) Math.Atan2(offset.Y, offset.X)));
if (angle >= MathHelper.PiOver2 - Element.Epsilon)
continue;
var distSq = child.Area.DistanceSquared(this.SelectedElement.Area);
// both distance and angle play a role in a destination button's priority, so we combine them
var priority = (distSq + 1) * (angle / MathHelper.PiOver2 + 1);
if (closest == null || priority < closestPriority) {
closest = child;
closestPriority = priority;
}
}
return closest;
}
}
private bool HandleGamepadNextElement(Direction2 dir) {
this.IsAutoNavMode = true;
this.NavType = NavigationType.Gamepad;
var next = this.GetGamepadNextElement(dir);
if (this.SelectedElement != null)
next = this.SelectedElement.GetGamepadNextElement(dir, next);
if (next != null) {
this.SelectElement(this.ActiveRoot, next);
return true;
}
return false;
}
/// <summary>
/// An enumeration type that represents the possible types of navigation that a <see cref="UiControls"/> instance supports.
/// This is used by <see cref="UiControls.NavType"/>, which stores the most recently used navigation type for a <see cref="UiSystem"/>.
/// </summary>
public enum NavigationType {
/// <summary>
/// An unknown navigation type, which usually means there has not been any ui navigation of any type yet.
/// </summary>
Unknown = 0,
/// <summary>
/// Mouse cursor and mouse button navigation.
/// </summary>
Mouse,
/// <summary>
/// Keyboard navigation.
/// </summary>
Keyboard,
/// <summary>
/// Touch and gesture navigation.
/// </summary>
Touch,
/// <summary>
/// Gamepad-style navigation, which may also include arrow key-based navigation based on current <see cref="UiControls"/> settings.
/// </summary>
Gamepad
}
}
}