mirror of
https://github.com/Ellpeck/MLEM.git
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339 lines
17 KiB
C#
339 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Misc;
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using MLEM.Sound;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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namespace MLEM.Ui.Style {
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/// <summary>
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/// The style settings for a <see cref="UiSystem"/>.
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/// Each <see cref="Element"/> uses these style settings by default, however you can also change these settings per element using the elements' individual style settings.
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/// Additional styles for built-in or custom element types can easily be added using <see cref="AddCustomStyle{T}"/>.
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/// </summary>
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public class UiStyle : GenericDataHolder {
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/// <summary>
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/// The texture that is rendered on top of the <see cref="UiControls.SelectedElement"/>
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/// </summary>
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public NinePatch SelectionIndicator;
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/// <summary>
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/// A <see cref="UiAnimation"/> that is played when the mouse enters an element.
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/// </summary>
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public UiAnimation MouseEnterAnimation;
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/// <summary>
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/// A <see cref="UiAnimation"/> that is played when the mouse exists an element.
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/// </summary>
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public UiAnimation MouseExitAnimation;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses
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/// </summary>
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public NinePatch ButtonTexture;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// Note that, if you just want to change the button's color when hovered, use <see cref="ButtonHoveredColor"/>.
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/// </summary>
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public NinePatch ButtonHoveredTexture;
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/// <summary>
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/// The color that the <see cref="Button"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color ButtonHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
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/// </summary>
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public NinePatch ButtonDisabledTexture;
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/// <summary>
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/// The color that the <see cref="Button"/> element uses when it <see cref="Button.IsDisabled"/>
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/// </summary>
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public Color ButtonDisabledColor = Color.Gray;
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/// <summary>
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/// The texture that the <see cref="Panel"/> element uses
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/// </summary>
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public NinePatch PanelTexture;
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/// <summary>
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/// The color that the <see cref="Panel"/> element draws with.
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/// </summary>
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public Color PanelColor = Color.White;
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/// <summary>
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/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Panel"/> by default
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/// </summary>
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public Padding PanelChildPadding = new Vector2(5);
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/// <summary>
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/// The amount that a <see cref="Panel"/>'s scrollable area is moved per single movement of the scroll wheel
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/// </summary>
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public float PanelStepPerScroll = 10;
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/// <summary>
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/// The size of the scroller of a <see cref="Panel"/>'s scroll bar
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/// </summary>
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public Vector2 PanelScrollerSize = new Vector2(5, 10);
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/// <summary>
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/// The amount of pixels of room there should be between a <see cref="Panel"/>'s scroll bar and the rest of its content
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/// </summary>
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public float PanelScrollBarOffset = 1;
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/// <summary>
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/// The texture that the <see cref="TextField"/> element uses
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/// </summary>
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public NinePatch TextFieldTexture;
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/// <summary>
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/// The texture that the <see cref="TextField"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch TextFieldHoveredTexture;
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/// <summary>
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/// The color that the <see cref="TextField"/> renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color TextFieldHoveredColor = Color.LightGray;
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/// <summary>
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/// The x position that a <see cref="TextField"/>'s text should start rendering at, based on the x position of the text field
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/// </summary>
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public float TextFieldTextOffsetX = 4;
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/// <summary>
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/// The width that a <see cref="TextField"/>'s caret should render with
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/// </summary>
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public float TextFieldCaretWidth = 0.5F;
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/// <summary>
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/// The background texture that the <see cref="ScrollBar"/> element uses
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/// </summary>
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public NinePatch ScrollBarBackground;
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/// <summary>
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/// The texture that the scroll indicator of the <see cref="ScrollBar"/> element uses
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/// </summary>
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public NinePatch ScrollBarScrollerTexture;
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/// <summary>
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/// Whether or not a <see cref="ScrollBar"/> should use smooth scrolling
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/// </summary>
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public bool ScrollBarSmoothScrolling;
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/// <summary>
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/// The factor with which a <see cref="ScrollBar"/>'s smooth scrolling happens
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/// </summary>
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public float ScrollBarSmoothScrollFactor = 0.75F;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses
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/// </summary>
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public NinePatch CheckboxTexture;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch CheckboxHoveredTexture;
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/// <summary>
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/// The color that the <see cref="Checkbox"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color CheckboxHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element uses when it <see cref="Checkbox.IsDisabled"/>.
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/// </summary>
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public NinePatch CheckboxDisabledTexture;
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/// <summary>
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/// The color that the <see cref="Checkbox"/> element uses when it <see cref="Checkbox.IsDisabled"/>.
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/// </summary>
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public Color CheckboxDisabledColor = Color.Gray;
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/// <summary>
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/// The texture that the <see cref="Checkbox"/> element renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
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/// </summary>
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public TextureRegion CheckboxCheckmark;
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/// <summary>
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/// The width of the space between a <see cref="Checkbox"/> and its <see cref="Checkbox.Label"/>
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/// </summary>
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public float CheckboxTextOffsetX = 2;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses
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/// </summary>
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public NinePatch RadioTexture;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> element uses when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public NinePatch RadioHoveredTexture;
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/// <summary>
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/// The color that the <see cref="RadioButton"/> element renders with when it is moused over (<see cref="Element.IsMouseOver"/>)
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/// </summary>
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public Color RadioHoveredColor = Color.LightGray;
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/// <summary>
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/// The texture that the <see cref="RadioButton"/> renders on top of its regular texture when it is <see cref="Checkbox.Checked"/>
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/// </summary>
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public TextureRegion RadioCheckmark;
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/// <summary>
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/// The texture that the <see cref="Tooltip"/> uses for its background
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/// </summary>
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public NinePatch TooltipBackground;
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/// <summary>
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/// The offset of the <see cref="Tooltip"/> element's top left corner from the mouse position
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/// </summary>
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public Vector2 TooltipOffset = new Vector2(8, 16);
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/// <summary>
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/// The offset of the <see cref="Tooltip"/> element's top center coordinate from the bottom center of the element snapped to when <see cref="Tooltip.DisplayInAutoNavMode"/> is true.
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/// </summary>
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public Vector2 TooltipAutoNavOffset = new Vector2(0, 8);
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/// <summary>
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/// The color that the text of a <see cref="Tooltip"/> should have
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/// </summary>
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public Color TooltipTextColor = Color.White;
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/// <summary>
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/// The amount of time that the mouse has to be over an element with a <see cref="Tooltip"/> for the tooltip to appear
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/// </summary>
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public TimeSpan TooltipDelay = TimeSpan.Zero;
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/// <summary>
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/// The width of a <see cref="Tooltip"/>'s default text <see cref="Paragraph"/>
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/// </summary>
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public float TooltipTextWidth = 50;
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/// <summary>
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/// The <see cref="Element.ChildPadding"/> to apply to a <see cref="Tooltip"/> by default
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/// </summary>
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public Padding TooltipChildPadding = new Vector2(2);
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/// <summary>
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/// The texture that the <see cref="ProgressBar"/> element uses for its background
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/// </summary>
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public NinePatch ProgressBarTexture;
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/// <summary>
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/// The color that the <see cref="ProgressBar"/> element renders with
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/// </summary>
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public Color ProgressBarColor = Color.White;
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/// <summary>
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/// The padding that the <see cref="ProgressBar"/> uses for its progress texture (<see cref="ProgressBarProgressTexture"/>)
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/// </summary>
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public Vector2 ProgressBarProgressPadding = new Vector2(1);
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/// <summary>
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/// The texture that the <see cref="ProgressBar"/> uses for displaying its progress
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/// </summary>
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public NinePatch ProgressBarProgressTexture;
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/// <summary>
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/// The color that the <see cref="ProgressBar"/> renders its progress texture with
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/// </summary>
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public Color ProgressBarProgressColor = Color.Red;
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/// <summary>
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/// The font that <see cref="Paragraph"/> and other elements should use for rendering.
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/// Note that, to specify a bold and italic font for <see cref="TextFormatter"/>, you should use <see cref="GenericFont.Bold"/> and <see cref="GenericFont.Italic"/>.
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/// </summary>
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public GenericFont Font;
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/// <summary>
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/// The scale that text should be rendered with in <see cref="Paragraph"/> and other elements
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/// </summary>
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public float TextScale = 1;
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/// <summary>
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/// The color that the text of a <see cref="Paragraph"/> should have
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/// </summary>
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public Color TextColor = Color.White;
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/// <summary>
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/// The <see cref="TextAlignment"/> that a <see cref="Paragraph"/> should use by default.
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/// </summary>
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public TextAlignment TextAlignment;
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/// <summary>
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/// The <see cref="SoundEffectInfo"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
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/// Note that this sound is only played if the callbacks have any subscribers.
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/// </summary>
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public SoundEffectInfo ActionSound;
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/// <summary>
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/// The color that a <see cref="Paragraph"/>'s <see cref="Paragraph.Link"/> codes should have.
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/// This value is passed to <see cref="LinkCode"/>.
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/// </summary>
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public Color? LinkColor = Color.CornflowerBlue;
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/// <summary>
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/// A set of additional fonts that can be used for the <c><f FontName></c> formatting code
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/// </summary>
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public Dictionary<string, GenericFont> AdditionalFonts = new Dictionary<string, GenericFont>();
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private readonly Dictionary<Type, Action<Element>> elementStyles = new Dictionary<Type, Action<Element>>();
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/// <summary>
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/// Creates a new set of style settings with the default values.
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/// </summary>
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public UiStyle() {}
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/// <summary>
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/// Creates a new set of style settings with values inherited from the given <paramref name="original"/> style settings.
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/// </summary>
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/// <param name="original">The original style settings, to copy into the new instance.</param>
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public UiStyle(UiStyle original) {
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this.SelectionIndicator = original.SelectionIndicator;
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this.MouseEnterAnimation = original.MouseEnterAnimation;
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this.MouseExitAnimation = original.MouseExitAnimation;
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this.ButtonTexture = original.ButtonTexture;
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this.ButtonHoveredTexture = original.ButtonHoveredTexture;
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this.ButtonHoveredColor = original.ButtonHoveredColor;
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this.ButtonDisabledTexture = original.ButtonDisabledTexture;
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this.ButtonDisabledColor = original.ButtonDisabledColor;
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this.PanelTexture = original.PanelTexture;
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this.PanelColor = original.PanelColor;
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this.PanelChildPadding = original.PanelChildPadding;
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this.PanelStepPerScroll = original.PanelStepPerScroll;
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this.PanelScrollerSize = original.PanelScrollerSize;
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this.PanelScrollBarOffset = original.PanelScrollBarOffset;
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this.TextFieldTexture = original.TextFieldTexture;
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this.TextFieldHoveredTexture = original.TextFieldHoveredTexture;
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this.TextFieldHoveredColor = original.TextFieldHoveredColor;
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this.TextFieldTextOffsetX = original.TextFieldTextOffsetX;
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this.TextFieldCaretWidth = original.TextFieldCaretWidth;
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this.ScrollBarBackground = original.ScrollBarBackground;
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this.ScrollBarScrollerTexture = original.ScrollBarScrollerTexture;
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this.ScrollBarSmoothScrolling = original.ScrollBarSmoothScrolling;
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this.ScrollBarSmoothScrollFactor = original.ScrollBarSmoothScrollFactor;
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this.CheckboxTexture = original.CheckboxTexture;
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this.CheckboxHoveredTexture = original.CheckboxHoveredTexture;
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this.CheckboxHoveredColor = original.CheckboxHoveredColor;
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this.CheckboxDisabledTexture = original.CheckboxDisabledTexture;
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this.CheckboxDisabledColor = original.CheckboxDisabledColor;
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this.CheckboxCheckmark = original.CheckboxCheckmark;
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this.CheckboxTextOffsetX = original.CheckboxTextOffsetX;
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this.RadioTexture = original.RadioTexture;
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this.RadioHoveredTexture = original.RadioHoveredTexture;
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this.RadioHoveredColor = original.RadioHoveredColor;
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this.RadioCheckmark = original.RadioCheckmark;
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this.TooltipBackground = original.TooltipBackground;
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this.TooltipOffset = original.TooltipOffset;
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this.TooltipAutoNavOffset = original.TooltipAutoNavOffset;
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this.TooltipTextColor = original.TooltipTextColor;
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this.TooltipDelay = original.TooltipDelay;
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this.TooltipTextWidth = original.TooltipTextWidth;
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this.TooltipChildPadding = original.TooltipChildPadding;
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this.ProgressBarTexture = original.ProgressBarTexture;
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this.ProgressBarColor = original.ProgressBarColor;
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this.ProgressBarProgressPadding = original.ProgressBarProgressPadding;
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this.ProgressBarProgressTexture = original.ProgressBarProgressTexture;
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this.ProgressBarProgressColor = original.ProgressBarProgressColor;
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this.Font = original.Font;
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this.TextScale = original.TextScale;
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this.TextColor = original.TextColor;
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this.TextAlignment = original.TextAlignment;
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this.ActionSound = original.ActionSound;
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this.LinkColor = original.LinkColor;
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this.AdditionalFonts = new Dictionary<string, GenericFont>(original.AdditionalFonts);
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this.elementStyles = new Dictionary<Type, Action<Element>>(original.elementStyles);
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}
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/// <summary>
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/// Adds an action to the given <see cref="Element"/> type <typeparamref name="T"/> that allows applying any kind of custom styling or behavior to it.
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/// Custom styles added in this manner can be applied to an element using <see cref="ApplyCustomStyle"/>.
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/// </summary>
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/// <param name="style">The style action to add.</param>
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/// <param name="add">Whether the <paramref name="style"/> function should be added to the existing style settings rather than replacing them.</param>
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/// <typeparam name="T">The <see cref="Element"/> type that the <paramref name="style"/> should apply to.</typeparam>
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public void AddCustomStyle<T>(Action<T> style, bool add = false) where T : Element {
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if (add && this.elementStyles.ContainsKey(typeof(T))) {
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this.elementStyles[typeof(T)] += Action;
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} else {
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this.elementStyles[typeof(T)] = Action;
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}
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void Action(Element e) {
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style.Invoke((T) e);
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}
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}
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/// <summary>
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/// Applies a set of custom styling actions to the given <paramref name="element"/> which were added through <see cref="AddCustomStyle{T}"/>.
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/// This method is automatically invoked in <see cref="Element.InitStyle"/>.
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/// </summary>
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/// <param name="element">The element to apply custom styling to.</param>
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/// <returns>Whether any custom styling exists for the given <paramref name="element"/>.</returns>
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public bool ApplyCustomStyle(Element element) {
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if (this.elementStyles.TryGetValue(element.GetType(), out var style)) {
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style?.Invoke(element);
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return true;
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}
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return false;
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}
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}
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}
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