mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +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
218 lines
7.3 KiB
C#
218 lines
7.3 KiB
C#
using System.Linq;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.BitmapFonts;
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using MonoGame.Extended.Gui.Controls;
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using MonoGame.Extended.Input.InputListeners;
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using MonoGame.Extended.ViewportAdapters;
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namespace MonoGame.Extended.Gui
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{
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public interface IGuiContext
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{
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BitmapFont DefaultFont { get; }
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Vector2 CursorPosition { get; }
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}
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public class GuiSystem : IGuiContext, IRectangular
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{
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private readonly ViewportAdapter _viewportAdapter;
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private readonly IGuiRenderer _renderer;
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private readonly MouseListener _mouseListener;
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private readonly TouchListener _touchListener;
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private readonly KeyboardListener _keyboardListener;
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private GuiControl _preFocusedControl;
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private GuiControl _focusedControl;
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private GuiControl _hoveredControl;
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public GuiSystem(ViewportAdapter viewportAdapter, IGuiRenderer renderer)
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{
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_viewportAdapter = viewportAdapter;
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_renderer = renderer;
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_mouseListener = new MouseListener(viewportAdapter);
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_mouseListener.MouseMoved += (s, e) => OnPointerMoved(GuiPointerEventArgs.FromMouseArgs(e));
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_mouseListener.MouseDown += (s, e) => OnPointerDown(GuiPointerEventArgs.FromMouseArgs(e));
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_mouseListener.MouseUp += (s, e) => OnPointerUp(GuiPointerEventArgs.FromMouseArgs(e));
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_mouseListener.MouseWheelMoved += (s, e) => _focusedControl?.OnScrolled(e.ScrollWheelDelta);
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_touchListener = new TouchListener(viewportAdapter);
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_touchListener.TouchStarted += (s, e) => OnPointerDown(GuiPointerEventArgs.FromTouchArgs(e));
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_touchListener.TouchMoved += (s, e) => OnPointerMoved(GuiPointerEventArgs.FromTouchArgs(e));
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_touchListener.TouchEnded += (s, e) => OnPointerUp(GuiPointerEventArgs.FromTouchArgs(e));
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_keyboardListener = new KeyboardListener();
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_keyboardListener.KeyTyped += (sender, args) => _focusedControl?.OnKeyTyped(this, args);
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_keyboardListener.KeyPressed += (sender, args) => _focusedControl?.OnKeyPressed(this, args);
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Screens = new GuiScreenCollection(this) { ItemAdded = InitializeScreen };
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}
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public GuiScreenCollection Screens { get; }
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public GuiScreen ActiveScreen => Screens.LastOrDefault();
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public Rectangle BoundingRectangle => _viewportAdapter.BoundingRectangle;
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public Vector2 CursorPosition { get; set; }
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public BitmapFont DefaultFont => ActiveScreen?.Skin?.DefaultFont;
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private void InitializeScreen(GuiScreen screen)
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{
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screen.Layout(this, BoundingRectangle);
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}
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public void Update(GameTime gameTime)
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{
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_touchListener.Update(gameTime);
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_mouseListener.Update(gameTime);
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_keyboardListener.Update(gameTime);
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foreach (var screen in Screens)
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{
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if (screen.IsLayoutRequired)
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screen.Layout(this, BoundingRectangle);
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screen.Update(gameTime);
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}
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}
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public void Draw(GameTime gameTime)
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{
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var deltaSeconds = gameTime.GetElapsedSeconds();
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_renderer.Begin();
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foreach (var screen in Screens)
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{
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if (screen.IsVisible)
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{
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DrawChildren(screen.Controls, deltaSeconds);
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DrawWindows(screen.Windows, deltaSeconds);
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}
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}
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var cursor = ActiveScreen.Skin?.Cursor;
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if (cursor != null)
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_renderer.DrawRegion(cursor.TextureRegion, CursorPosition, cursor.Color);
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_renderer.End();
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}
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private void DrawWindows(GuiWindowCollection windows, float deltaSeconds)
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{
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foreach (var window in windows)
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{
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window.Draw(this, _renderer, deltaSeconds);
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DrawChildren(window.Controls, deltaSeconds);
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}
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}
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private void DrawChildren(GuiControlCollection controls, float deltaSeconds)
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{
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foreach (var control in controls.Where(c => c.IsVisible))
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control.Draw(this, _renderer, deltaSeconds);
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foreach (var childControl in controls.Where(c => c.IsVisible))
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DrawChildren(childControl.Controls, deltaSeconds);
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}
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private void OnPointerDown(GuiPointerEventArgs args)
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{
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if (ActiveScreen == null || !ActiveScreen.IsVisible)
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return;
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_preFocusedControl = FindControlAtPoint(args.Position);
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_hoveredControl?.OnPointerDown(this, args);
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}
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private void OnPointerUp(GuiPointerEventArgs args)
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{
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if (ActiveScreen == null || !ActiveScreen.IsVisible)
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return;
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var postFocusedControl = FindControlAtPoint(args.Position);
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if (_preFocusedControl == postFocusedControl)
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{
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var focusedControl = postFocusedControl;
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if (_focusedControl != focusedControl)
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{
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if (_focusedControl != null)
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_focusedControl.IsFocused = false;
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_focusedControl = focusedControl;
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if (_focusedControl != null)
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_focusedControl.IsFocused = true;
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}
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}
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_preFocusedControl = null;
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_hoveredControl?.OnPointerUp(this, args);
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}
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private void OnPointerMoved(GuiPointerEventArgs args)
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{
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CursorPosition = args.Position.ToVector2();
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if (ActiveScreen == null || !ActiveScreen.IsVisible)
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return;
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var hoveredControl = FindControlAtPoint(args.Position);
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if (_hoveredControl != hoveredControl)
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{
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_hoveredControl?.OnPointerLeave(this, args);
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_hoveredControl = hoveredControl;
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_hoveredControl?.OnPointerEnter(this, args);
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}
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}
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private GuiControl FindControlAtPoint(Point point)
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{
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if (ActiveScreen == null || !ActiveScreen.IsVisible)
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return null;
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//for(var i = Windows.Count - 1; i >= 0; i--)
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//{
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// var window = Windows[i];
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// var control = FindControlAtPoint(window.Controls, point);
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// if (control != null)
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// return control;
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//}
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return FindControlAtPoint(ActiveScreen.Controls, point);
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}
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private GuiControl FindControlAtPoint(GuiControlCollection controls, Point point)
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{
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var topMostControl = (GuiControl) null;
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for (var i = controls.Count - 1; i >= 0; i--)
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{
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var control = controls[i];
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if (control.IsVisible)
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{
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if (topMostControl == null && control.Contains(this, point))
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topMostControl = control;
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if (control.Controls.Any())
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{
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var child = FindControlAtPoint(control.Controls, point);
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if (child != null)
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topMostControl = child;
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}
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}
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}
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return topMostControl;
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}
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}
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} |