mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +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
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
using System;
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namespace MonoGame.Extended.Gui.Controls
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{
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public class GuiStackPanel : GuiLayoutControl
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{
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public GuiStackPanel()
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: this(null)
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{
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}
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public GuiStackPanel(GuiSkin skin)
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: base(skin)
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{
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HorizontalAlignment = HorizontalAlignment.Centre;
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VerticalAlignment = VerticalAlignment.Centre;
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}
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public GuiOrientation Orientation { get; set; } = GuiOrientation.Vertical;
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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 control in Controls)
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{
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var desiredSize = GuiLayoutHelper.GetSizeWithMargins(control, context, availableSize);
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switch (Orientation)
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{
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case GuiOrientation.Horizontal:
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width += desiredSize.Width;
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height = desiredSize.Height > height ? desiredSize.Height : height;
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break;
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case GuiOrientation.Vertical:
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width = desiredSize.Width > width ? desiredSize.Width : width;
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height += desiredSize.Height;
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break;
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default:
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throw new InvalidOperationException($"Unexpected orientation {Orientation}");
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}
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}
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return new Size2(width, height);
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}
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public override void Layout(IGuiContext context, RectangleF rectangle)
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{
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var x = 0f;
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var y = 0f;
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var availableSize = rectangle.Size;
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foreach (var control in Controls)
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{
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var desiredSize = GuiLayoutHelper.GetSizeWithMargins(control, context, availableSize);
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switch (Orientation)
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{
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case GuiOrientation.Vertical:
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PlaceControl(context, control, x, y, Width, desiredSize.Height);
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y += desiredSize.Height;
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availableSize.Height -= desiredSize.Height;
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break;
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case GuiOrientation.Horizontal:
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PlaceControl(context, control, x, y, desiredSize.Width, Height);
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x += desiredSize.Width;
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availableSize.Height -= desiredSize.Height;
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break;
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default:
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throw new InvalidOperationException($"Unexpected orientation {Orientation}");
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}
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}
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}
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}
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}
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