Files
RobustToolbox/Robust.Client/UserInterface/Controls/SplitContainer.cs

547 lines
18 KiB
C#

using System;
using System.Numerics;
using Robust.Shared.Input;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Client.UserInterface.Controls
{
[Virtual]
public class SplitContainer : Container
{
/// <summary>
/// Defines how user-initiated moving of the split should work. See documentation
/// for each enum value to see how the different options work.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public SplitResizeMode ResizeMode
{
get => _resizeMode;
set
{
_resizeMode = value;
_splitDragArea.Visible = value != SplitResizeMode.NotResizable;
}
}
private SplitResizeMode _resizeMode = SplitResizeMode.RespectChildrenMinSize;
/// <summary>
/// Width of the split in virtual pixels
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SplitWidth
{
get => _splitWidth;
set
{
_splitWidth = value;
InvalidateMeasure();
}
}
private float _splitWidth = 10;
/// <summary>
/// This width determines the minimum size of the draggable area around the split. This has no effect if it
/// is smaller than <see cref="SplitWidth"/>, which determines the visual padding/width.
/// </summary>
public float MinDraggableWidth = 10f;
public float DraggableWidth => MathF.Max(MinDraggableWidth, _splitWidth);
/// <summary>
/// Virtual pixel offset from the edge beyond which the split cannot be moved.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SplitEdgeSeparation { get; set; } = 10;
private float _splitStart;
/// <summary>
/// Virtual pixel offset from the center of the split.
/// </summary>
public float SplitCenter
{
get => _splitStart + _splitWidth / 2;
set
{
var args = new SplitCenterChangingEventArgs(value, _dragging);
OnSplitCenterChanging?.Invoke(args);
State = SplitState.Manual;
_splitStart = args.SplitCenter - _splitWidth / 2;
ClampSplitCenter();
InvalidateMeasure();
OnSplitResized?.Invoke();
}
}
/// <summary>
/// Virtual pixel fraction of the split.
/// </summary>
/// <value>Takes a float from 0 to 1.</value>
public float SplitFraction
{
get
{
var size = Vertical ? Size.Y : Size.X;
if (size == 0)
return 0;
return SplitCenter / size;
}
set
{
SplitCenter = value * (Vertical ? Size.Y : Size.X);
}
}
private float? _pendingSplitFraction;
public void SetSplitFractionOnNextArrange(float fraction)
{
_pendingSplitFraction = fraction;
State = SplitState.Manual;
}
private SplitState _splitState = SplitState.Auto;
private SplitOrientation _orientation;
private SplitStretchDirection _stretchDirection = SplitStretchDirection.BottomRight;
private bool _dragging;
private float _dragOffset;
private bool Vertical => Orientation == SplitOrientation.Vertical;
private readonly SplitDragControl _splitDragArea = new();
/// <summary>
/// The upper/left control in the split container.
/// </summary>
public Control? First
{
get
{
if (ChildCount < 3)
return null;
DebugTools.AssertNotEqual(GetChild(0), _splitDragArea);
return GetChild(0);
}
}
/// <summary>
/// The lower/right control in the split container.
/// </summary>
public Control? Second
{
get
{
if (ChildCount < 3)
return null;
DebugTools.AssertNotEqual(GetChild(1), _splitDragArea);
return GetChild(1);
}
}
public (Control First, Control Second)? Splits => ChildCount < 3 ? null : (GetChild(0), GetChild(1));
public event Action<SplitCenterChangingEventArgs>? OnSplitCenterChanging;
public event Action? OnSplitResizeFinished;
public event Action? OnSplitResized;
/// <summary>
/// Whether the split position should be set manually or automatically.
/// </summary>
public SplitState State
{
get => _splitState;
set
{
_splitState = value;
InvalidateMeasure();
}
}
/// <summary>
/// Determines which side of the split expands when the parent is resized.
/// </summary>
public SplitStretchDirection StretchDirection
{
get => _stretchDirection;
set
{
_stretchDirection = value;
InvalidateMeasure();
}
}
/// <summary>
/// Whether the split is horizontal or vertical.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public SplitOrientation Orientation
{
get => _orientation;
set
{
_orientation = value;
_splitDragArea.DefaultCursorShape = Vertical ? CursorShape.VResize : CursorShape.HResize;
InvalidateMeasure();
}
}
public SplitContainer()
{
MouseFilter = MouseFilterMode.Stop;
AddChild(_splitDragArea);
_splitDragArea.Visible = _resizeMode != SplitResizeMode.NotResizable;
_splitDragArea.DefaultCursorShape = Vertical ? CursorShape.VResize : CursorShape.HResize;
_splitDragArea.OnMouseUp += StopDragging;
_splitDragArea.OnMouseDown += StartDragging;
_splitDragArea.OnMouseMove += OnMove;
}
/// <summary>
/// Swaps the position of the first and zeroeth children; for a 2-control viewport it effectively flips them.
/// </summary>
public void Flip()
{
if (ChildCount < 3)
return;
DebugTools.Assert(ChildCount <= 3);
GetChild(1).SetPositionFirst();
InvalidateArrange();
}
private void OnMove(GUIMouseMoveEventArgs args)
{
if (ResizeMode == SplitResizeMode.NotResizable)
return;
if (!_dragging)
return;
// Source control might be either the container, or the separator.
// So we manually calculate the relative coordinates wrt the container.
var relative = args.GlobalPosition - GlobalPosition;
SplitCenter = Vertical ? relative.Y - _dragOffset : relative.X + _dragOffset;
}
protected override void ChildAdded(Control newChild)
{
base.ChildAdded(newChild);
_splitDragArea.SetPositionLast();
}
public void StartDragging(GUIBoundKeyEventArgs args)
{
if (ResizeMode == SplitResizeMode.NotResizable || _dragging)
return;
_dragging = true;
_dragOffset = DraggableWidth / 2 - (Vertical ? args.RelativePosition.Y : args.RelativePosition.X);
_splitState = SplitState.Manual;
DefaultCursorShape = Vertical ? CursorShape.VResize : CursorShape.HResize;
}
private void StopDragging(GUIBoundKeyEventArgs args)
{
if (!_dragging)
return;
_dragging = false;
DefaultCursorShape = CursorShape.Arrow;
OnSplitResizeFinished?.Invoke();
}
/// <summary>
/// Ensures the split center is within all necessary limits
/// </summary>
/// <param name="firstMinSize">min size of the first child, will calculate if null</param>
/// <param name="secondMinSize">min size of the second child, will calculate if null</param>
/// <returns></returns>
private void ClampSplitCenter(Vector2? desiredSize = null, float? firstMinSize = null, float? secondMinSize = null)
{
// min / max x and y extents in relative virtual pixels of where the split can go regardless
// of anything else.
var controlSize = desiredSize ?? Size;
var splitMax = (Vertical ? controlSize.Y : controlSize.X) - _splitWidth - SplitEdgeSeparation;
var desiredSplit = _splitStart;
if (desiredSize != null && StretchDirection == SplitStretchDirection.TopLeft)
desiredSplit += Vertical ? desiredSize.Value.Y - Size.Y : desiredSize.Value.X - Size.X;
_splitStart = MathHelper.Clamp(desiredSplit, SplitEdgeSeparation, splitMax);
if (ResizeMode == SplitResizeMode.RespectChildrenMinSize && ChildCount == 3)
{
var first = GetChild(0);
var second = GetChild(1);
if (first.IsMeasureValid && second.IsMeasureValid)
{
firstMinSize ??= (Vertical ? first.DesiredSize.Y : first.DesiredSize.X);
secondMinSize ??= (Vertical ? second.DesiredSize.Y : second.DesiredSize.X);
var size = Vertical ? controlSize.Y : controlSize.X;
_splitStart = MathHelper.Clamp(_splitStart, firstMinSize.Value,
size - (secondMinSize.Value + _splitWidth));
}
}
}
protected override Vector2 ArrangeOverride(Vector2 finalSize)
{
if (ChildCount < 3)
{
return finalSize;
}
var first = GetChild(0);
var second = GetChild(1);
var firstExpand = Vertical ? first.VerticalExpand : first.HorizontalExpand;
var secondExpand = Vertical ? second.VerticalExpand : second.HorizontalExpand;
var firstDesiredSize = Vertical ? first.DesiredSize.Y : first.DesiredSize.X;
var secondDesiredSize = Vertical ? second.DesiredSize.Y : second.DesiredSize.X;
var size = Vertical ? finalSize.Y : finalSize.X;
if (_pendingSplitFraction is { } pendingSplitFraction && size > 0)
{
_splitStart = pendingSplitFraction * size - _splitWidth / 2;
_pendingSplitFraction = null;
OnSplitResized?.Invoke();
}
var ratio = first.SizeFlagsStretchRatio / (first.SizeFlagsStretchRatio + second.SizeFlagsStretchRatio);
switch (_splitState)
{
case SplitState.Manual:
// min sizes of children may have changed, ensure the offset still respects the defined limits
ClampSplitCenter(finalSize, firstDesiredSize, secondDesiredSize);
break;
case SplitState.Auto:
{
if (firstExpand && secondExpand)
{
_splitStart = size * ratio - _splitWidth / 2;
}
else if (firstExpand)
{
_splitStart = size - secondDesiredSize - _splitWidth;
}
else if (secondExpand)
{
_splitStart = firstDesiredSize;
}
else
{
ratio = firstDesiredSize + secondDesiredSize <= 0
? 0.5f
: firstDesiredSize / (firstDesiredSize + secondDesiredSize);
_splitStart = size * ratio - _splitWidth / 2;
}
_splitStart += MathHelper.Clamp(0f, firstDesiredSize - _splitStart,
size - secondDesiredSize - _splitWidth - _splitStart);
break;
}
}
// location & size of the draggable area may be larger than the split area.
var dragCenter = _splitStart + _splitWidth / 2;
var dragWidth = DraggableWidth;
var dragStart = dragCenter - dragWidth / 2;
var dragEnd = dragCenter + dragWidth / 2;
if (Vertical)
{
first.Arrange(new UIBox2(0, 0, finalSize.X, _splitStart));
second.Arrange(new UIBox2(0, _splitStart + _splitWidth, finalSize.X, finalSize.Y));
_splitDragArea.Arrange(new UIBox2(0, dragStart, finalSize.X, dragEnd));
}
else
{
first.Arrange(new UIBox2(0, 0, _splitStart, finalSize.Y));
second.Arrange(new UIBox2(_splitStart + _splitWidth, 0, finalSize.X, finalSize.Y));
_splitDragArea.Arrange(new UIBox2(dragStart, 0, dragEnd, finalSize.Y));
}
return finalSize;
}
protected override Vector2 MeasureOverride(Vector2 availableSize)
{
if (ChildCount < 3)
{
return Vector2.Zero;
}
var first = GetChild(0);
var second = GetChild(1);
if (State == SplitState.Manual)
{
var size = availableSize;
if (Vertical)
size.Y = _splitStart;
else
size.X = _splitStart;
size = Vector2.Min(availableSize, size);
first.Measure(size);
size = availableSize;
if (Vertical)
size.Y = availableSize.Y - _splitStart - _splitWidth;
else
size.X = availableSize.X - _splitStart - _splitWidth;
size = Vector2.Max(size, Vector2.Zero);
second.Measure(size);
}
else
{
if (Vertical)
availableSize.Y = MathF.Max(0, availableSize.Y - _splitWidth);
else
availableSize.X = MathF.Max(0, availableSize.X - _splitWidth);
first.Measure(availableSize);
if (Vertical)
availableSize.Y = MathF.Max(0, availableSize.Y - first.DesiredSize.Y);
else
availableSize.X = MathF.Max(0, availableSize.X - first.DesiredSize.X);
second.Measure(availableSize);
}
if (Vertical)
{
var width = MathF.Max(first.DesiredSize.X, second.DesiredPixelSize.X);
var height = first.DesiredSize.Y + _splitWidth + second.DesiredPixelSize.Y;
return new Vector2(width, height);
}
else
{
var width = first.DesiredSize.X + _splitWidth + second.DesiredPixelSize.X;
var height = MathF.Max(first.DesiredSize.Y, second.DesiredPixelSize.Y);
return new Vector2(width, height);
}
}
/// <summary>
/// Defines how user-initiated moving of the split should work
/// </summary>
public enum SplitResizeMode : sbyte
{
/// <summary>
/// Don't allow user to move the split.
/// </summary>
NotResizable = -1,
/// <summary>
/// User can resize the split but can't shrink either child
/// beyond its minimum size.
///
/// This ensures that no child ends up with its content outside the
/// edges of its container.
/// </summary>
RespectChildrenMinSize = 0,
}
/// <summary>
/// Defines how the split position should be determined
/// </summary>
public enum SplitState : byte
{
/// <summary>
/// Automatically adjust the split based on the width of the children
/// </summary>
Auto = 0,
/// <summary>
/// Manually adjust the split by dragging it
/// </summary>
Manual = 1
}
public enum SplitOrientation : byte
{
Horizontal,
Vertical
}
public sealed class SplitCenterChangingEventArgs
{
public SplitCenterChangingEventArgs(float splitCenter, bool dragging)
{
SplitCenter = splitCenter;
Dragging = dragging;
}
public float SplitCenter { get; set; }
public bool Dragging { get; }
}
/// <summary>
/// Specifies horizontal alignment modes.
/// </summary>
/// <seealso cref="Control.HorizontalAlignment"/>
public enum SplitStretchDirection
{
/// <summary>
/// The control should stretch the the control on the bottom or the right.
/// </summary>
BottomRight,
/// <summary>
/// The control should stretch the the control on the top or the left.
/// </summary>
TopLeft,
}
/// <summary>
/// Simple control to intercept mous events and redirect them to the parent.
/// </summary>
private sealed class SplitDragControl : Control
{
public event Action<GUIBoundKeyEventArgs>? OnMouseDown;
public event Action<GUIBoundKeyEventArgs>? OnMouseUp;
public event Action<GUIMouseMoveEventArgs>? OnMouseMove;
public SplitDragControl()
{
MouseFilter = MouseFilterMode.Stop;
}
protected internal override void MouseMove(GUIMouseMoveEventArgs args)
{
base.MouseMove(args);
OnMouseMove?.Invoke(args);
}
protected internal override void KeyBindDown(GUIBoundKeyEventArgs args)
{
base.KeyBindDown(args);
if (args.Function == EngineKeyFunctions.UIClick)
OnMouseDown?.Invoke(args);
}
protected internal override void KeyBindUp(GUIBoundKeyEventArgs args)
{
base.KeyBindUp(args);
if (args.Function == EngineKeyFunctions.UIClick)
OnMouseUp?.Invoke(args);
}
}
}
}