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

77 lines
2.6 KiB
C#

using System;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiStackPanel : GuiLayoutControl
{
public GuiStackPanel()
: this(null)
{
}
public GuiStackPanel(GuiSkin skin)
: base(skin)
{
HorizontalAlignment = HorizontalAlignment.Centre;
VerticalAlignment = VerticalAlignment.Centre;
}
public GuiOrientation Orientation { get; set; } = GuiOrientation.Vertical;
protected override Size2 CalculateDesiredSize(IGuiContext context, Size2 availableSize)
{
var width = 0f;
var height = 0f;
foreach (var control in Controls)
{
var desiredSize = GuiLayoutHelper.GetSizeWithMargins(control, context, availableSize);
switch (Orientation)
{
case GuiOrientation.Horizontal:
width += desiredSize.Width;
height = desiredSize.Height > height ? desiredSize.Height : height;
break;
case GuiOrientation.Vertical:
width = desiredSize.Width > width ? desiredSize.Width : width;
height += desiredSize.Height;
break;
default:
throw new InvalidOperationException($"Unexpected orientation {Orientation}");
}
}
return new Size2(width, height);
}
public override void Layout(IGuiContext context, RectangleF rectangle)
{
var x = 0f;
var y = 0f;
var availableSize = rectangle.Size;
foreach (var control in Controls)
{
var desiredSize = GuiLayoutHelper.GetSizeWithMargins(control, context, availableSize);
switch (Orientation)
{
case GuiOrientation.Vertical:
PlaceControl(context, control, x, y, Width, desiredSize.Height);
y += desiredSize.Height;
availableSize.Height -= desiredSize.Height;
break;
case GuiOrientation.Horizontal:
PlaceControl(context, control, x, y, desiredSize.Width, Height);
x += desiredSize.Width;
availableSize.Height -= desiredSize.Height;
break;
default:
throw new InvalidOperationException($"Unexpected orientation {Orientation}");
}
}
}
}
}