mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 20:12:23 +00:00
* 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
47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
using System.Linq;
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using Microsoft.Xna.Framework;
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namespace MonoGame.Extended.Gui.Controls
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{
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public class GuiListBox : GuiItemsControl
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{
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public GuiListBox()
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: this(null)
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{
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}
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public GuiListBox(GuiSkin skin)
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: base(skin)
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{
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}
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protected override Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
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{
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var width = 0f;
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var height = 0f;
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foreach (var item in Items)
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{
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var itemSize = GetItemSize(context, availableSize, item);
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if (itemSize.Width > width)
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width = itemSize.Width;
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height += itemSize.Height;
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}
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return new Size2(width + ClipPadding.Size.Width, height + ClipPadding.Size.Height);
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}
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protected override void DrawForeground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds, TextInfo textInfo)
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{
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ScrollIntoView(context);
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DrawItemList(context, renderer);
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}
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protected override Rectangle GetContentRectangle(IGuiContext context)
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{
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return ClippingRectangle;
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}
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}
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} |