Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Controls/GuiDialog.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

48 lines
1.4 KiB
C#

using System.Linq;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiDialog : GuiLayoutControl
{
public GuiDialog()
: this(null)
{
}
public GuiDialog(GuiSkin skin)
: base(skin)
{
HorizontalAlignment = HorizontalAlignment.Centre;
VerticalAlignment = VerticalAlignment.Centre;
}
public Thickness Padding { get; set; }
public GuiScreen Owner { get; private set; }
public void Show(GuiScreen owner)
{
Owner = owner;
Owner.Controls.Add(this);
}
public void Hide()
{
Owner.Controls.Remove(this);
}
protected override Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
{
var sizes = Controls.Select(control => GuiLayoutHelper.GetSizeWithMargins(control, context, availableSize)).ToArray();
var width = sizes.Max(s => s.Width);
var height = sizes.Max(s => s.Height);
return new Size2(width, height) + Padding.Size;
}
public override void Layout(IGuiContext context, RectangleF rectangle)
{
foreach (var control in Controls)
PlaceControl(context, control, Padding.Left, Padding.Top, Width - Padding.Size.Width, Height - Padding.Size.Height);
}
}
}