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

108 lines
3.4 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended.Input.InputListeners;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiComboBox : GuiItemsControl
{
public GuiComboBox()
: this(null)
{
}
public GuiComboBox(GuiSkin skin)
: base(skin)
{
}
public bool IsOpen { get; set; }
public TextureRegion2D DropDownRegion { get; set; }
public Color DropDownColor { get; set; } = Color.White;
public override void OnKeyPressed(IGuiContext context, KeyboardEventArgs args)
{
base.OnKeyPressed(context, args);
if (args.Key == Keys.Enter)
IsOpen = false;
}
public override void OnPointerDown(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerDown(context, args);
IsOpen = !IsOpen;
}
protected override Rectangle GetContentRectangle(IGuiContext context)
{
return GetDropDownRectangle(context);
}
public override bool Contains(IGuiContext context, Point point)
{
return base.Contains(context, point) || IsOpen && GetContentRectangle(context).Contains(point);
}
protected override Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
{
var width = 0f;
var height = 0f;
foreach (var item in Items)
{
var itemSize = GetItemSize(context, availableSize, item);
if (itemSize.Width > width)
width = itemSize.Width;
if (itemSize.Height > height)
height = itemSize.Height;
}
return new Size2(width + ClipPadding.Size.Width, height + ClipPadding.Size.Height);
}
protected override void DrawBackground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
base.DrawBackground(context, renderer, deltaSeconds);
if (IsOpen)
{
var dropDownRectangle = GetContentRectangle(context);
if (DropDownRegion != null)
renderer.DrawRegion(DropDownRegion, dropDownRectangle, DropDownColor);
else
renderer.FillRectangle(dropDownRectangle, DropDownColor);
}
}
protected override void DrawForeground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds, TextInfo textInfo)
{
var selectedTextInfo = GetItemTextInfo(context, ClippingRectangle, SelectedItem, ClippingRectangle);
base.DrawForeground(context, renderer, deltaSeconds, selectedTextInfo);
if (IsOpen)
DrawItemList(context, renderer);
}
private Rectangle GetDropDownRectangle(IGuiContext context)
{
var dropDownRectangle = BoundingRectangle;
dropDownRectangle.Y = dropDownRectangle.Y + dropDownRectangle.Height;
var height = 0f;
foreach (var item in Items)
{
var itemSize = GetItemSize(context, new Size2(BoundingRectangle.Width, 100), item);
height += itemSize.Height;
}
dropDownRectangle.Height = (int)height;
return dropDownRectangle;
}
}
}