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
85 lines
4.2 KiB
C#
85 lines
4.2 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.Gui.Controls;
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namespace MonoGame.Extended.Gui
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{
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public enum HorizontalAlignment { Left, Right, Centre, Stretch }
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public enum VerticalAlignment { Top, Bottom, Centre, Stretch }
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public static class GuiLayoutHelper
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{
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public static Size2 GetSizeWithMargins(GuiControl control, IGuiContext context, Size2 availableSize)
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{
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return control.GetDesiredSize(context, availableSize) + control.Margin.Size;
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}
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public static void PlaceControl(IGuiContext context, GuiControl control, float x, float y, float width, float height)
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{
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var rectangle = new Rectangle((int)x, (int)y, (int)width, (int)height);
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var availableSize = new Size2(width, height);
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var desiredSize = GetSizeWithMargins(control, context, availableSize);
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var alignedRectangle = AlignRectangle(control.HorizontalAlignment, control.VerticalAlignment, desiredSize, rectangle);
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control.Position = new Vector2(control.Margin.Left + alignedRectangle.X, control.Margin.Top + alignedRectangle.Y);
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control.Size = alignedRectangle.Size - control.Margin.Size;
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var layoutControl = control as GuiLayoutControl;
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layoutControl?.Layout(context, new RectangleF(x, y, width, height));
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}
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public static void PlaceWindow(IGuiContext context, GuiWindow window, float x, float y, float width, float height)
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{
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var rectangle = new Rectangle((int)x, (int)y, (int)width, (int)height);
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var availableSize = new Size2(width, height);
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var desiredSize = window.GetDesiredSize(context, availableSize);
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var alignedRectangle = AlignRectangle(HorizontalAlignment.Centre, VerticalAlignment.Centre, desiredSize, rectangle);
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window.Position = new Vector2(alignedRectangle.X, alignedRectangle.Y);
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window.Size = alignedRectangle.Size;
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window.Layout(context, window.BoundingRectangle);
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}
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public static Rectangle AlignRectangle(HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, Size2 size, Rectangle targetRectangle)
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{
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var x = GetHorizontalPosition(horizontalAlignment, size, targetRectangle);
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var y = GetVerticalPosition(verticalAlignment, size, targetRectangle);
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var width = horizontalAlignment == HorizontalAlignment.Stretch ? targetRectangle.Width : size.Width;
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var height = verticalAlignment == VerticalAlignment.Stretch ? targetRectangle.Height : size.Height;
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return new Rectangle(x, y, (int)width, (int)height);
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}
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public static int GetHorizontalPosition(HorizontalAlignment horizontalAlignment, Size2 size, Rectangle targetRectangle)
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{
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switch (horizontalAlignment)
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{
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case HorizontalAlignment.Stretch:
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case HorizontalAlignment.Left:
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return targetRectangle.X;
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case HorizontalAlignment.Right:
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return (int)(targetRectangle.Right - size.Width);
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case HorizontalAlignment.Centre:
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return (int)(targetRectangle.X + targetRectangle.Width / 2 - size.Width / 2);
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default:
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throw new ArgumentOutOfRangeException(nameof(horizontalAlignment), horizontalAlignment, $"{horizontalAlignment} is not supported");
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}
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}
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public static int GetVerticalPosition(VerticalAlignment verticalAlignment, Size2 size, Rectangle targetRectangle)
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{
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switch (verticalAlignment)
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{
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case VerticalAlignment.Stretch:
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case VerticalAlignment.Top:
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return targetRectangle.Y;
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case VerticalAlignment.Bottom:
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return (int)(targetRectangle.Bottom - size.Height);
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case VerticalAlignment.Centre:
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return (int)(targetRectangle.Y + targetRectangle.Height / 2 - size.Height / 2);
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default:
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throw new ArgumentOutOfRangeException(nameof(verticalAlignment), verticalAlignment, $"{verticalAlignment} is not supported");
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}
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}
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}
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} |