mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
b3a631aff5
* 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
147 lines
5.0 KiB
C#
147 lines
5.0 KiB
C#
using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Extended.Input.InputListeners;
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namespace MonoGame.Extended.Gui.Controls
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{
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public class GuiTextBox : GuiControl
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{
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public GuiTextBox()
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: this(null)
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{
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}
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public GuiTextBox(GuiSkin skin, string text = null)
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: base(skin)
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{
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Text = text ?? string.Empty;
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}
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public int SelectionStart { get; set; }
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public char? PasswordCharacter { get; set; }
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protected override void OnTextChanged()
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{
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if (SelectionStart > Text.Length)
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SelectionStart = Text.Length;
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base.OnTextChanged();
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}
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public override void OnPointerDown(IGuiContext context, GuiPointerEventArgs args)
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{
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base.OnPointerDown(context, args);
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SelectionStart = FindNearestGlyphIndex(context, args.Position);
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_isCaretVisible = true;
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}
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private int FindNearestGlyphIndex(IGuiContext context, Point position)
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{
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var font = Font ?? context.DefaultFont;
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var textInfo = GetTextInfo(context, Text, BoundingRectangle, HorizontalAlignment.Centre, VerticalAlignment.Centre);
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var i = 0;
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foreach (var glyph in font.GetGlyphs(textInfo.Text, textInfo.Position))
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{
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var fontRegionWidth = glyph.FontRegion?.Width ?? 0;
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var glyphMiddle = (int)(glyph.Position.X + fontRegionWidth * 0.5f);
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if (position.X >= glyphMiddle)
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{
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i++;
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continue;
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}
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return i;
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}
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return i;
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}
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public override void OnKeyPressed(IGuiContext context, KeyboardEventArgs args)
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{
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base.OnKeyPressed(context, args);
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switch (args.Key)
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{
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case Keys.Back:
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if (SelectionStart > 0 && Text.Length > 0)
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{
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SelectionStart--;
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Text = Text.Remove(SelectionStart, 1);
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}
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break;
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case Keys.Delete:
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if (SelectionStart < Text.Length)
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Text = Text.Remove(SelectionStart, 1);
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break;
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case Keys.Left:
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if (SelectionStart > 0)
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SelectionStart--;
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break;
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case Keys.Right:
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if (SelectionStart < Text.Length)
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SelectionStart++;
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break;
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case Keys.Home:
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SelectionStart = 0;
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break;
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case Keys.End:
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SelectionStart = Text.Length;
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break;
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default:
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if (args.Character != null)
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{
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Text = Text.Insert(SelectionStart, args.Character.ToString());
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SelectionStart++;
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}
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break;
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}
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_isCaretVisible = true;
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}
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private const float _caretBlinkRate = 0.53f;
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private float _nextCaretBlink = _caretBlinkRate;
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private bool _isCaretVisible = true;
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protected override void DrawForeground(IGuiContext context, IGuiRenderer renderer, float deltaSeconds, TextInfo textInfo)
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{
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if (PasswordCharacter.HasValue)
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textInfo = GetTextInfo(context, new string(PasswordCharacter.Value, textInfo.Text.Length), BoundingRectangle, HorizontalAlignment.Centre, VerticalAlignment.Centre);
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var caretRectangle = textInfo.Font.GetStringRectangle(textInfo.Text.Substring(0, SelectionStart), textInfo.Position);
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// TODO: Finish the caret position stuff when it's outside the clipping rectangle
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if (caretRectangle.Right > ClippingRectangle.Right)
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textInfo.Position.X -= caretRectangle.Right - ClippingRectangle.Right;
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caretRectangle.X = caretRectangle.Right < ClippingRectangle.Right ? caretRectangle.Right : ClippingRectangle.Right;
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caretRectangle.Width = 1;
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if (caretRectangle.Left < ClippingRectangle.Left)
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{
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textInfo.Position.X += ClippingRectangle.Left - caretRectangle.Left;
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caretRectangle.X = ClippingRectangle.Left;
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}
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base.DrawForeground(context, renderer, deltaSeconds, textInfo);
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if (IsFocused)
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{
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if (_isCaretVisible)
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renderer.DrawRectangle((Rectangle)caretRectangle, TextColor);
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_nextCaretBlink -= deltaSeconds;
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if (_nextCaretBlink <= 0)
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{
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_isCaretVisible = !_isCaretVisible;
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_nextCaretBlink = _caretBlinkRate;
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}
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}
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}
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}
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} |