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

221 lines
8.1 KiB
C#

using System;
using System.ComponentModel;
using Microsoft.Xna.Framework;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Input.InputListeners;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Gui.Controls
{
public abstract class GuiControl : GuiElement<GuiControl>, IMovable, ISizable, IRectangular
{
protected GuiControl()
: this(skin: null)
{
}
protected GuiControl(GuiSkin skin)
{
Skin = skin;
Color = Color.White;
TextColor = Color.White;
IsEnabled = true;
IsVisible = true;
Controls = new GuiControlCollection(this);
Origin = Vector2.Zero;
var style = skin?.GetStyle(GetType());
style?.Apply(this);
}
[EditorBrowsable(EditorBrowsableState.Never)]
public GuiSkin Skin { get; }
[EditorBrowsable(EditorBrowsableState.Never)]
public Thickness Margin { get; set; }
[EditorBrowsable(EditorBrowsableState.Never)]
public Thickness ClipPadding { get; set; }
public Rectangle ClippingRectangle
{
get
{
var r = BoundingRectangle;
return new Rectangle(r.Left + ClipPadding.Left, r.Top + ClipPadding.Top,
r.Width - ClipPadding.Right - ClipPadding.Left, r.Height - ClipPadding.Bottom - ClipPadding.Top);
}
}
[EditorBrowsable(EditorBrowsableState.Never)]
public bool IsFocused { get; set; }
public Vector2 Offset { get; set; }
public BitmapFont Font { get; set; }
public Color TextColor { get; set; }
public Vector2 TextOffset { get; set; }
public GuiControlCollection Controls { get; }
public HorizontalAlignment HorizontalAlignment { get; set; } = HorizontalAlignment.Centre;
public VerticalAlignment VerticalAlignment { get; set; } = VerticalAlignment.Centre;
public HorizontalAlignment HorizontalTextAlignment { get; set; } = HorizontalAlignment.Centre;
public VerticalAlignment VerticalTextAlignment { get; set; } = VerticalAlignment.Centre;
private string _text;
public string Text
{
get { return _text; }
set
{
if (_text != value)
{
_text = value;
OnTextChanged();
}
}
}
protected virtual void OnTextChanged()
{
TextChanged?.Invoke(this, EventArgs.Empty);
}
public event EventHandler TextChanged;
public Size2 GetDesiredSize(IGuiContext context, Size2 availableSize)
{
var fixedSize = Size;
var desiredSize = CalculateDesiredSize(context, availableSize);
var ninePatch = BackgroundRegion as NinePatchRegion2D;
if (ninePatch != null)
{
desiredSize.Width = Math.Max(desiredSize.Width, ninePatch.Padding.Size.Width);
desiredSize.Height = Math.Max(desiredSize.Height, ninePatch.Padding.Size.Height);
}
else if (BackgroundRegion != null)
{
desiredSize.Width = Math.Max(desiredSize.Width, BackgroundRegion.Width);
desiredSize.Height = Math.Max(desiredSize.Height, BackgroundRegion.Height);
}
var font = Font ?? context.DefaultFont;
if (font != null && Text != null)
{
var textSize = font.MeasureString(Text);
desiredSize.Width += textSize.Width;
desiredSize.Height += textSize.Height;
}
desiredSize.Width = Math.Min(desiredSize.Width, availableSize.Width);
desiredSize.Height = Math.Min(desiredSize.Height, availableSize.Height);
// ReSharper disable CompareOfFloatsByEqualityOperator
return new Size2(fixedSize.Width == 0 ? desiredSize.Width : fixedSize.Width, fixedSize.Height == 0 ? desiredSize.Height : fixedSize.Height);
// ReSharper restore CompareOfFloatsByEqualityOperator
}
protected virtual Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
{
return Size2.Empty;
}
private bool _isEnabled;
public bool IsEnabled
{
get { return _isEnabled; }
set
{
_isEnabled = value;
DisabledStyle?.ApplyIf(this, !_isEnabled);
}
}
public bool IsVisible { get; set; }
public GuiControlStyle HoverStyle { get; set; }
private GuiControlStyle _disabledStyle;
public GuiControlStyle DisabledStyle
{
get { return _disabledStyle; }
set
{
_disabledStyle = value;
DisabledStyle?.ApplyIf(this, !_isEnabled);
}
}
public virtual void OnScrolled(int delta) { }
public virtual void OnKeyTyped(IGuiContext context, KeyboardEventArgs args) { }
public virtual void OnKeyPressed(IGuiContext context, KeyboardEventArgs args) { }
public virtual void OnPointerDown(IGuiContext context, GuiPointerEventArgs args) { }
public virtual void OnPointerUp(IGuiContext context, GuiPointerEventArgs args) { }
public virtual void OnPointerEnter(IGuiContext context, GuiPointerEventArgs args)
{
if (IsEnabled)
HoverStyle?.Apply(this);
}
public virtual void OnPointerLeave(IGuiContext context, GuiPointerEventArgs args)
{
if (IsEnabled)
HoverStyle?.Revert(this);
}
public virtual bool Contains(IGuiContext context, Point point)
{
return BoundingRectangle.Contains(point);
}
public override void Draw(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
DrawBackground(context, renderer, deltaSeconds);
DrawForeground(context, renderer, deltaSeconds, GetTextInfo(context, Text, BoundingRectangle, HorizontalTextAlignment, VerticalTextAlignment));
}
protected TextInfo GetTextInfo(IGuiContext context, string text, Rectangle targetRectangle, HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, Rectangle? clippingRectangle = null)
{
var font = Font ?? context.DefaultFont;
var textSize = font.GetStringRectangle(text ?? string.Empty, Vector2.Zero).Size;
var destinationRectangle = GuiLayoutHelper.AlignRectangle(horizontalAlignment, verticalAlignment, textSize, targetRectangle);
var textPosition = destinationRectangle.Location.ToVector2();
var textInfo = new TextInfo(text, font, textPosition, textSize, TextColor, clippingRectangle ?? ClippingRectangle);
return textInfo;
}
protected virtual void DrawBackground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds)
{
if (BackgroundRegion != null)
renderer.DrawRegion(BackgroundRegion, BoundingRectangle, Color);
}
protected virtual void DrawForeground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds, TextInfo textInfo)
{
if (!string.IsNullOrWhiteSpace(textInfo.Text))
renderer.DrawText(textInfo.Font, textInfo.Text, textInfo.Position + TextOffset, textInfo.Color, textInfo.ClippingRectangle);
}
protected struct TextInfo
{
public TextInfo(string text, BitmapFont font, Vector2 position, Vector2 size, Color color, Rectangle? clippingRectangle)
{
Text = text ?? string.Empty;
Font = font;
Size = size;
Color = color;
ClippingRectangle = clippingRectangle;
Position = position;
}
public string Text;
public BitmapFont Font;
public Vector2 Size;
public Color Color;
public Rectangle? ClippingRectangle;
public Vector2 Position;
}
}
}