mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-26 00:45:20 +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
85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
using System;
|
|
using System.Linq;
|
|
|
|
namespace MonoGame.Extended.Gui.Controls
|
|
{
|
|
public class GuiUniformGrid : GuiLayoutControl
|
|
{
|
|
public GuiUniformGrid()
|
|
: base(null)
|
|
{
|
|
}
|
|
|
|
public GuiUniformGrid(GuiSkin skin)
|
|
: base(skin)
|
|
{
|
|
}
|
|
|
|
public int Columns { get; set; }
|
|
public int Rows { get; set; }
|
|
|
|
protected override Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
|
|
{
|
|
var desiredSize = CalculateGridInfo(context, availableSize).MinCellSize;
|
|
return desiredSize;
|
|
}
|
|
|
|
public override void Layout(IGuiContext context, RectangleF rectangle)
|
|
{
|
|
var gridInfo = CalculateGridInfo(context, rectangle.Size);
|
|
var columnIndex = 0;
|
|
var rowIndex = 0;
|
|
var cellWidth = HorizontalAlignment == HorizontalAlignment.Stretch ? gridInfo.MaxCellWidth : gridInfo.MinCellWidth;
|
|
var cellHeight = VerticalAlignment == VerticalAlignment.Stretch ? gridInfo.MaxCellHeight : gridInfo.MinCellHeight;
|
|
|
|
foreach (var control in Controls)
|
|
{
|
|
var x = columnIndex * cellWidth;
|
|
var y = rowIndex * cellHeight;
|
|
|
|
PlaceControl(context, control, x, y, cellWidth, cellHeight);
|
|
columnIndex++;
|
|
|
|
if (columnIndex > gridInfo.Columns - 1)
|
|
{
|
|
columnIndex = 0;
|
|
rowIndex++;
|
|
}
|
|
}
|
|
}
|
|
|
|
private struct GridInfo
|
|
{
|
|
public float MinCellWidth;
|
|
public float MinCellHeight;
|
|
public float MaxCellWidth;
|
|
public float MaxCellHeight;
|
|
public float Columns;
|
|
public float Rows;
|
|
public Size2 MinCellSize => new Size2(MinCellWidth * Columns, MinCellHeight * Rows);
|
|
}
|
|
|
|
private GridInfo CalculateGridInfo(IGuiContext context, Size2 availableSize)
|
|
{
|
|
var columns = Columns == 0 ? (int)Math.Ceiling(Math.Sqrt(Controls.Count)) : Columns;
|
|
var rows = Rows == 0 ? (int)Math.Ceiling((float)Controls.Count / columns) : Rows;
|
|
var maxCellWidth = availableSize.Width / columns;
|
|
var maxCellHeight = availableSize.Height / rows;
|
|
var sizes = Controls
|
|
.Select(control => GuiLayoutHelper.GetSizeWithMargins(control, context, new Size2(maxCellWidth, maxCellHeight)))
|
|
.ToArray();
|
|
var maxControlWidth = sizes.Length == 0 ? 0 : sizes.Max(s => s.Width);
|
|
var maxControlHeight = sizes.Length == 0 ? 0 : sizes.Max(s => s.Height);
|
|
|
|
return new GridInfo
|
|
{
|
|
Columns = columns,
|
|
Rows = rows,
|
|
MinCellWidth = Math.Min(maxControlWidth, maxCellWidth),
|
|
MinCellHeight = Math.Min(maxControlHeight, maxCellHeight),
|
|
MaxCellWidth = maxCellWidth,
|
|
MaxCellHeight = maxCellHeight
|
|
};
|
|
}
|
|
}
|
|
} |