mirror of
https://github.com/Ellpeck/MLEM.git
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146 lines
No EOL
7.1 KiB
C#
146 lines
No EOL
7.1 KiB
C#
using System;
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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 MLEM.Extensions;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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public class Panel : Element {
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public NinePatch Texture;
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public readonly ScrollBar ScrollBar;
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private readonly bool scrollOverflow;
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private RenderTarget2D renderTarget;
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public Panel(Anchor anchor, Vector2 size, Vector2 positionOffset, bool setHeightBasedOnChildren = false, bool scrollOverflow = false, Point? scrollerSize = null) : base(anchor, size) {
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this.PositionOffset = positionOffset;
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this.SetHeightBasedOnChildren = setHeightBasedOnChildren;
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this.scrollOverflow = scrollOverflow;
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this.ChildPadding = new Point(5);
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this.CanBeSelected = false;
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if (scrollOverflow) {
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var scrollSize = scrollerSize ?? Point.Zero;
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this.ScrollBar = new ScrollBar(Anchor.TopRight, new Vector2(scrollSize.X, 1), scrollSize.Y, 0) {
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StepPerScroll = 10,
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OnValueChanged = (element, value) => this.ForceChildrenScroll(),
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CanAutoAnchorsAttach = false,
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AutoHideWhenEmpty = true
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};
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this.AddChild(this.ScrollBar);
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// modify the padding so that the scroll bar isn't over top of something else
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this.ScrollBar.PositionOffset -= new Vector2(scrollSize.X + 1, 0);
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this.ChildPadding += new Point(scrollSize.X, 0);
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// handle automatic element selection, the scroller needs to scroll to the right location
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this.OnSelectedElementChanged += (element, otherElement) => {
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if (!this.Controls.IsAutoNavMode)
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return;
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if (otherElement == null || !otherElement.GetParentTree().Contains(this))
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return;
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this.ScrollBar.CurrentValue = (otherElement.Area.Bottom - this.Children[1].Area.Top - this.Area.Height / 2) / this.Scale;
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};
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}
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}
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public override void ForceUpdateArea() {
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if (this.scrollOverflow) {
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// sanity check
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if (this.SetHeightBasedOnChildren)
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throw new NotSupportedException("A panel can't both set height based on children and scroll overflow");
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foreach (var child in this.Children) {
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if (child != this.ScrollBar && child.Anchor < Anchor.AutoLeft)
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throw new NotSupportedException($"A panel that handles overflow can't contain non-automatic anchors ({child})");
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if (child is Panel panel && panel.scrollOverflow)
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throw new NotSupportedException($"A panel that scrolls overflow cannot contain another panel that scrolls overflow ({child})");
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}
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}
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base.ForceUpdateArea();
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this.ForceChildrenScroll();
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if (this.scrollOverflow) {
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// if there is only one child, then we have just the scroll bar
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if (this.Children.Count == 1)
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return;
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// the "real" first child is the scroll bar, which we want to ignore
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var firstChild = this.Children[1];
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var lowestChild = this.GetLowestChild(e => !e.IsHidden);
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// the max value of the scrollbar is the amount of non-scaled pixels taken up by overflowing components
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var childrenHeight = lowestChild.Area.Bottom - firstChild.Area.Top;
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this.ScrollBar.MaxValue = ((childrenHeight - this.Area.Height) / this.Scale + this.ChildPadding.Y * 2).Ceil();
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// update the render target
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var targetArea = this.GetRenderTargetArea();
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget != null)
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this.renderTarget.Dispose();
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this.renderTarget = new RenderTarget2D(this.System.GraphicsDevice, targetArea.Width, targetArea.Height);
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}
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}
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}
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private void ForceChildrenScroll() {
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if (!this.scrollOverflow)
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return;
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var offset = -this.ScrollBar.CurrentValue.Floor();
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foreach (var child in this.GetChildren(c => c != this.ScrollBar, true))
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child.ScrollOffset = new Point(0, offset);
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow) {
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base.Draw(time, batch, alpha);
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} else if (this.renderTarget != null) {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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}
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}
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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if (this.scrollOverflow && this.renderTarget != null) {
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// draw children onto the render target
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batch.GraphicsDevice.SetRenderTarget(this.renderTarget);
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batch.GraphicsDevice.Clear(Color.Transparent);
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// offset children by the render target's location
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var area = this.GetRenderTargetArea();
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var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
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// do the usual draw, but within the render target
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, trans);
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base.Draw(time, batch, alpha);
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batch.End();
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// also draw any children early within the render target with the translation applied
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base.DrawEarly(time, batch, alpha, blendState, samplerState, trans);
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batch.GraphicsDevice.SetRenderTarget(null);
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} else {
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base.DrawEarly(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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public override Element GetElementUnderPos(Point position) {
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// if overflow is handled, don't propagate mouse checks to hidden children
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if (this.scrollOverflow && !this.GetRenderTargetArea().Contains(position))
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return null;
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return base.GetElementUnderPos(position);
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}
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private Rectangle GetRenderTargetArea() {
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var area = this.ChildPaddedArea;
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area.X = this.DisplayArea.X;
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area.Width = this.DisplayArea.Width;
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return area;
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}
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protected override void InitStyle(UiStyle style) {
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base.InitStyle(style);
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this.Texture = style.PanelTexture;
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}
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}
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} |