Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/GuiElementCollection.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

98 lines
2.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MonoGame.Extended.Gui.Controls;
namespace MonoGame.Extended.Gui
{
public abstract class GuiElementCollection<TChild, TParent> : IList<TChild>
where TParent : class, IRectangular
where TChild : GuiElement<TParent>
{
private readonly TParent _parent;
private readonly List<TChild> _list = new List<TChild>();
public Action<TChild> ItemAdded { get; set; }
public Action<TChild> ItemRemoved { get; set; }
protected GuiElementCollection(TParent parent)
{
_parent = parent;
}
public IEnumerator<TChild> GetEnumerator()
{
return _list.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return ((IEnumerable)_list).GetEnumerator();
}
public void Add(TChild item)
{
item.Parent = _parent;
_list.Add(item);
ItemAdded?.Invoke(item);
}
public void Clear()
{
foreach (var child in _list)
{
child.Parent = null;
ItemRemoved?.Invoke(child);
}
_list.Clear();
}
public bool Contains(TChild item)
{
return _list.Contains(item);
}
public void CopyTo(TChild[] array, int arrayIndex)
{
_list.CopyTo(array, arrayIndex);
}
public bool Remove(TChild item)
{
item.Parent = null;
ItemRemoved?.Invoke(item);
return _list.Remove(item);
}
public int Count => _list.Count;
public bool IsReadOnly => ((ICollection<GuiControl>)_list).IsReadOnly;
public int IndexOf(TChild item)
{
return _list.IndexOf(item);
}
public void Insert(int index, TChild item)
{
item.Parent = _parent;
_list.Insert(index, item);
ItemAdded?.Invoke(item);
}
public void RemoveAt(int index)
{
var child = _list[index];
child.Parent = null;
_list.RemoveAt(index);
ItemRemoved?.Invoke(child);
}
public TChild this[int index]
{
get { return _list[index]; }
set { _list[index] = value; }
}
}
}