mirror of
https://github.com/Ellpeck/MLEM.git
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475 lines
No EOL
23 KiB
C#
475 lines
No EOL
23 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text.RegularExpressions;
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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.Formatting;
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using MLEM.Formatting.Codes;
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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.Elements;
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using MLEM.Ui.Style;
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namespace MLEM.Ui {
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/// <summary>
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/// A ui system is the central location for the updating and rendering of all ui <see cref="Element"/>s.
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/// Each element added to the root of the ui system is assigned a <see cref="RootElement"/> that has additional data like a transformation matrix.
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/// For more information on how ui systems work, check out <see href="https://mlem.ellpeck.de/articles/ui.html"/>
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/// </summary>
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public class UiSystem : GameComponent {
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/// <summary>
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/// The graphics device that this ui system uses for its size calculations
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/// </summary>
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public readonly GraphicsDevice GraphicsDevice;
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/// <summary>
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/// The game window that this ui system renders within
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/// </summary>
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public readonly GameWindow Window;
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private readonly List<RootElement> rootElements = new List<RootElement>();
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/// <summary>
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/// The viewport that this ui system is rendering inside of.
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/// This is automatically updated during <see cref="GameWindow.ClientSizeChanged"/>
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/// </summary>
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public Rectangle Viewport { get; private set; }
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/// <summary>
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/// Set this field to true to cause the ui system and all of its elements to automatically scale up or down with greater and lower resolution, respectively.
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/// If this field is true, <see cref="AutoScaleReferenceSize"/> is used as the size that uses default <see cref="GlobalScale"/>
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/// </summary>
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public bool AutoScaleWithScreen;
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/// <summary>
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/// If <see cref="AutoScaleWithScreen"/> is true, this is used as the screen size that uses the default <see cref="GlobalScale"/>
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/// </summary>
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public Point AutoScaleReferenceSize;
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private float globalScale = 1;
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/// <summary>
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/// The global rendering scale of this ui system and all of its child elements.
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/// If <see cref="AutoScaleWithScreen"/> is true, this scale will be different based on the window size.
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/// </summary>
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public float GlobalScale {
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get {
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if (!this.AutoScaleWithScreen)
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return this.globalScale;
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return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.globalScale;
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}
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set {
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this.globalScale = value;
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foreach (var root in this.rootElements)
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root.Element.ForceUpdateArea();
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}
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}
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private UiStyle style;
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/// <summary>
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/// The style options that this ui system and all of its elements use.
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/// To set the default, untextured style, use <see cref="UntexturedStyle"/>.
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/// </summary>
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public 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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foreach (var root in this.rootElements) {
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root.Element.AndChildren(e => e.System = this);
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root.Element.ForceUpdateArea();
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}
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}
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}
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/// <summary>
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/// The transparency (alpha value) that this ui system and all of its elements draw at.
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/// </summary>
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public float DrawAlpha = 1;
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/// <summary>
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/// The blend state that this ui system and all of its elements draw with
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/// </summary>
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public BlendState BlendState;
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/// <summary>
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/// The sampler state that this ui system and all of its elements draw with.
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/// The default is <see cref="Microsoft.Xna.Framework.Graphics.SamplerState.PointClamp"/>, as that is the one that works best with pixel graphics.
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/// </summary>
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public SamplerState SamplerState = SamplerState.PointClamp;
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/// <summary>
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/// The <see cref="TextFormatter"/> that this ui system's <see cref="Paragraph"/> elements format their text with.
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/// To add new formatting codes to the ui system, add them to this formatter.
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/// </summary>
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public TextFormatter TextFormatter;
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/// <summary>
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/// The action that should be executed when a <see cref="LinkCode"/> in a paragraph's <see cref="Paragraph.TokenizedText"/> is pressed.
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/// The actual link stored in the link code is stored in its <see cref="LinkCode.Match"/>'s 1st group.
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/// By default, the browser is opened with the given link's address.
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/// </summary>
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public Action<LinkCode> LinkBehavior = l => Process.Start(l.Match.Groups[1].Value);
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/// <summary>
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/// The <see cref="UiControls"/> that this ui system is controlled by.
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/// The ui controls are also the place to change bindings for controller and keyboard input.
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/// </summary>
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public UiControls Controls;
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/// <summary>
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/// Event that is invoked after an <see cref="Element"/> is drawn, but before its children are drawn.
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/// </summary>
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public Element.DrawCallback OnElementDrawn = (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha);
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/// <summary>
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/// Event that is invoked after the <see cref="RootElement.SelectedElement"/> for each root element is drawn, but before its children are drawn.
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/// </summary>
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public Element.DrawCallback OnSelectedElementDrawn;
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> is updated
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/// </summary>
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public Element.TimeCallback OnElementUpdated = (e, time) => e.OnUpdated?.Invoke(e, time);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> is pressed with the primary action key
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/// </summary>
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public Element.GenericCallback OnElementPressed = e => e.OnPressed?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> is pressed with the secondary action key
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/// </summary>
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public Element.GenericCallback OnElementSecondaryPressed = e => e.OnSecondaryPressed?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> is newly selected using automatic navigation, or after it has been pressed with the mouse.
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/// </summary>
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public Element.GenericCallback OnElementSelected = e => e.OnSelected?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> is deselected during the selection of a new element.
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/// </summary>
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public Element.GenericCallback OnElementDeselected = e => e.OnDeselected?.Invoke(e);
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/// <summary>
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/// Event that is invoked when the mouse enters an <see cref="Element"/>
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/// </summary>
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public Element.GenericCallback OnElementMouseEnter = e => e.OnMouseEnter?.Invoke(e);
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/// <summary>
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/// Event that is invoked when the mouse exits an <see cref="Element"/>
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/// </summary>
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public Element.GenericCallback OnElementMouseExit = e => e.OnMouseExit?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> starts being touched
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/// </summary>
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public Element.GenericCallback OnElementTouchEnter = e => e.OnTouchEnter?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/> stops being touched
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/// </summary>
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public Element.GenericCallback OnElementTouchExit = e => e.OnTouchExit?.Invoke(e);
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/// <summary>
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/// Event that is invoked when an <see cref="Element"/>'s display area changes
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/// </summary>
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public Element.GenericCallback OnElementAreaUpdated = e => e.OnAreaUpdated?.Invoke(e);
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/// <summary>
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/// Event that is invoked when the <see cref="Element"/> that the mouse is currently over changes
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/// </summary>
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public Element.GenericCallback OnMousedElementChanged;
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/// <summary>
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/// Event that is invoked when the <see cref="Element"/> that is being touched changes
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/// </summary>
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public Element.GenericCallback OnTouchedElementChanged;
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/// <summary>
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/// Event that is invoked when the selected <see cref="Element"/> changes, either through automatic navigation, or by pressing on an element with the mouse
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/// </summary>
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public Element.GenericCallback OnSelectedElementChanged;
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/// <summary>
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/// Event that is invoked when a new <see cref="RootElement"/> is added to this ui system
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/// </summary>
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public RootCallback OnRootAdded;
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/// <summary>
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/// Event that is invoked when a <see cref="RootElement"/> is removed from this ui system
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/// </summary>
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public RootCallback OnRootRemoved;
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/// <summary>
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/// Creates a new ui system with the given settings.
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/// </summary>
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/// <param name="window">The game's window</param>
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/// <param name="device">The graphics device that should be used for viewport calculations</param>
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/// <param name="style">The style settings that this ui should have. Use <see cref="UntexturedStyle"/> for the default, untextured style.</param>
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/// <param name="inputHandler">The input handler that this ui's <see cref="UiControls"/> should use. If none is supplied, a new input handler is created for this ui.</param>
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public UiSystem(GameWindow window, GraphicsDevice device, UiStyle style, InputHandler inputHandler = null) : base(null) {
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this.Controls = new UiControls(this, inputHandler);
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this.GraphicsDevice = device;
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this.Window = window;
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this.style = style;
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this.Viewport = new Rectangle(Point.Zero, window.ClientBounds.Size);
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this.AutoScaleReferenceSize = this.Viewport.Size;
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window.ClientSizeChanged += (sender, args) => {
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this.Viewport = new Rectangle(Point.Zero, window.ClientBounds.Size);
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foreach (var root in this.rootElements)
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root.Element.ForceUpdateArea();
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};
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if (TextInputWrapper.Current != null)
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TextInputWrapper.Current.AddListener(window, (sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character)));
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this.OnMousedElementChanged = e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
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this.OnTouchedElementChanged = e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e));
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this.OnSelectedElementChanged = e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
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this.OnSelectedElementDrawn = (element, time, batch, alpha) => {
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if (this.Controls.IsAutoNavMode && element.SelectionIndicator.HasValue()) {
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batch.Draw(element.SelectionIndicator, element.DisplayArea, Color.White * alpha, element.Scale / 2);
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}
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};
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this.OnElementPressed += e => {
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if (e.OnPressed != null)
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e.ActionSound.Value?.Play();
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};
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this.OnElementSecondaryPressed += e => {
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if (e.OnSecondaryPressed != null)
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e.SecondActionSound.Value?.Play();
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};
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this.TextFormatter = new TextFormatter();
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this.TextFormatter.Codes.Add(new Regex("<l(?: ([^>]+))?>"), (f, m, r) => new LinkCode(m, r, 1 / 16F, 0.85F,
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t => this.Controls.MousedElement is Paragraph.Link l1 && l1.Token == t || this.Controls.TouchedElement is Paragraph.Link l2 && l2.Token == t));
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}
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/// <summary>
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/// Update this ui system, querying the necessary events and updating each element's data.
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/// </summary>
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/// <param name="time">The game's time</param>
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public override void Update(GameTime time) {
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this.Controls.Update();
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for (var i = this.rootElements.Count - 1; i >= 0; i--) {
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this.rootElements[i].Element.Update(time);
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}
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}
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/// <summary>
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/// Draws any <see cref="Panel"/> and other elements that draw onto <see cref="RenderTarget2D"/> rather than directly onto the screen.
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/// For drawing in this manner to work correctly, this method has to be called before your <see cref="GraphicsDevice"/> is cleared, and before everything else in your game is drawn.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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public void DrawEarly(GameTime time, SpriteBatch batch) {
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foreach (var root in this.rootElements) {
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if (!root.Element.IsHidden)
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root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, root.Transform);
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}
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}
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/// <summary>
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/// Draws any <see cref="Element"/>s onto the screen.
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/// Note that, when using <see cref="Panel"/>s with a scroll bar, <see cref="DrawEarly"/> needs to be called as well.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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public void Draw(GameTime time, SpriteBatch batch) {
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foreach (var root in this.rootElements) {
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if (root.Element.IsHidden)
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continue;
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
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var alpha = this.DrawAlpha * root.Element.DrawAlpha;
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root.Element.DrawTransformed(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
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batch.End();
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}
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}
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/// <summary>
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/// Adds a new root element to this ui system and returns the newly created <see cref="RootElement"/>.
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/// Note that, when adding new elements that should be part of the same ui (like buttons on a panel), <see cref="Element.AddChild{T}"/> should be used.
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/// </summary>
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/// <param name="name">The name of the new root element</param>
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/// <param name="element">The root element to add</param>
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/// <returns>The newly created root element, or null if an element with the specified name already exists.</returns>
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public RootElement Add(string name, Element element) {
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if (this.IndexOf(name) >= 0)
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return null;
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var root = new RootElement(name, element, this);
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this.rootElements.Add(root);
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root.Element.AndChildren(e => {
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e.Root = root;
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e.System = this;
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root.OnElementAdded(e);
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e.SetAreaDirty();
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});
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this.OnRootAdded?.Invoke(root);
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this.SortRoots();
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return root;
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}
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/// <summary>
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/// Removes the <see cref="RootElement"/> with the specified name, or does nothing if there is no such element.
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/// </summary>
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/// <param name="name">The name of the root element to remove</param>
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public void Remove(string name) {
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var root = this.Get(name);
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if (root == null)
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return;
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this.rootElements.Remove(root);
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this.Controls.SelectElement(root, null);
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root.Element.AndChildren(e => {
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e.Root = null;
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e.System = null;
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root.OnElementRemoved(e);
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e.SetAreaDirty();
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});
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this.OnRootRemoved?.Invoke(root);
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}
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/// <summary>
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/// Finds the <see cref="RootElement"/> with the given name.
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/// </summary>
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/// <param name="name">The root element's name</param>
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/// <returns>The root element with the given name, or null if no such element exists</returns>
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public RootElement Get(string name) {
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var index = this.IndexOf(name);
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return index < 0 ? null : this.rootElements[index];
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}
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private int IndexOf(string name) {
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return this.rootElements.FindIndex(element => element.Name == name);
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}
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internal void SortRoots() {
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// Normal list sorting isn't stable, but ordering is
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var sorted = this.rootElements.OrderBy(root => root.Priority).ToArray();
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this.rootElements.Clear();
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this.rootElements.AddRange(sorted);
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}
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/// <summary>
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/// Returns an enumerable of all of the <see cref="RootElement"/> instances that this ui system holds.
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/// </summary>
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/// <returns>All of this ui system's root elements</returns>
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public IEnumerable<RootElement> GetRootElements() {
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for (var i = this.rootElements.Count - 1; i >= 0; i--)
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yield return this.rootElements[i];
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}
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/// <summary>
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/// Applies the given action to all <see cref="Element"/> instances in this ui system recursively.
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/// Note that, when this method is invoked, all root elements and all of their children receive the <see cref="Action"/>.
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/// </summary>
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/// <param name="action">The action to execute on each element</param>
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public void ApplyToAll(Action<Element> action) {
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foreach (var root in this.rootElements)
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root.Element.AndChildren(action);
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}
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/// <summary>
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/// A delegate used for callbacks that involve a <see cref="RootElement"/>
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/// </summary>
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/// <param name="root">The root element</param>
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public delegate void RootCallback(RootElement root);
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}
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/// <summary>
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/// A root element is a wrapper around an <see cref="Element"/> that contains additional data.
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/// Root elements are only used for the element in each element tree that doesn't have a <see cref="MLEM.Ui.Elements.Element.Parent"/>
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/// To create a new root element, use <see cref="UiSystem.Add"/>
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/// </summary>
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public class RootElement {
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/// <summary>
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/// The name of this root element
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/// </summary>
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public readonly string Name;
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/// <summary>
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/// The element that this root element represents.
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/// This is the only element in its family tree that does not have a <see cref="MLEM.Ui.Elements.Element.Parent"/>.
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/// </summary>
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public readonly Element Element;
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/// <summary>
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/// The <see cref="UiSystem"/> that this root element is a part of.
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/// </summary>
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public readonly UiSystem System;
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private float scale = 1;
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/// <summary>
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/// The scale of this root element.
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/// Note that, to change the scale of every root element, you can use <see cref="UiSystem.GlobalScale"/>
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/// </summary>
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public float Scale {
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get => this.scale;
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set {
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if (this.scale == value)
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return;
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this.scale = value;
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this.Element.ForceUpdateArea();
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}
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}
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private int priority;
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/// <summary>
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/// The priority of this root element.
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/// A higher priority means the element will be updated first, as well as rendered on top.
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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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this.priority = value;
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this.System.SortRoots();
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}
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}
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/// <summary>
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/// The actual scale of this root element.
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/// This is a combination of this root element's <see cref="Scale"/> as well as the ui system's <see cref="UiSystem.GlobalScale"/>.
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/// </summary>
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public float ActualScale => this.System.GlobalScale * this.Scale;
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/// <summary>
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/// The transformation that this root element (and all of its children) has.
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/// This transform is applied both to input, as well as to rendering.
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/// </summary>
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public Matrix Transform = Matrix.Identity;
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/// <summary>
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/// An inversion of <see cref="Transform"/>
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/// </summary>
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public Matrix InvTransform => Matrix.Invert(this.Transform);
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/// <summary>
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/// The child element of this root element that is currently selected.
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/// If there is no selected element in this root, this value will be <c>null</c>.
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/// </summary>
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public Element SelectedElement => this.System.Controls.GetSelectedElement(this);
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/// <summary>
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/// Determines whether this root element contains any children that <see cref="Elements.Element.CanBeSelected"/>.
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/// This value is automatically calculated.
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/// </summary>
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public bool CanSelectContent { get; private set; }
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/// <summary>
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/// Event that is invoked when a <see cref="Element"/> is added to this root element or any of its children.
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/// </summary>
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public Element.GenericCallback OnElementAdded;
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/// <summary>
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/// Even that is invoked when a <see cref="Element"/> is removed rom this root element of any of its children.
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/// </summary>
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public Element.GenericCallback OnElementRemoved;
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internal RootElement(string name, Element element, UiSystem system) {
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this.Name = name;
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this.Element = element;
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this.System = system;
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this.OnElementAdded += e => {
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if (e.CanBeSelected)
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this.CanSelectContent = true;
|
|
};
|
|
this.OnElementRemoved += e => {
|
|
if (e.CanBeSelected && !this.Element.GetChildren(regardGrandchildren: true).Any(c => c.CanBeSelected))
|
|
this.CanSelectContent = false;
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Selects the given element that is a child of this root element.
|
|
/// Optionally, automatic navigation can be forced on, causing the <see cref="UiStyle.SelectionIndicator"/> to be drawn around the element.
|
|
/// </summary>
|
|
/// <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</param>
|
|
public void SelectElement(Element element, bool? autoNav = null) {
|
|
this.System.Controls.SelectElement(this, element, autoNav);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scales this root 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 root's element's center point</param>
|
|
public void ScaleOrigin(float scale, Vector2? origin = null) {
|
|
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.Element.DisplayArea.Center), 0));
|
|
}
|
|
|
|
}
|
|
} |