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