mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 18:17:09 +02:00
439 lines
15 KiB
C#
439 lines
15 KiB
C#
using System;
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using Robust.Shared.Input;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.UserInterface.Controls
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{
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[Virtual]
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public class SplitContainer : Container
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{
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/// <summary>
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/// Defines how user-initiated moving of the split should work. See documentation
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/// for each enum value to see how the different options work.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public SplitResizeMode ResizeMode { get; set; }
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/// <summary>
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/// Width of the split in virtual pixels
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float SplitWidth
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{
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get => _splitWidth;
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set
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{
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_splitWidth = value;
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InvalidateMeasure();
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}
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}
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private float _splitWidth;
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/// <summary>
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/// This width determines the minimum size of the draggable area around the split. This has no effect if it
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/// is smaller than <see cref="SplitWidth"/>, which determines the visual padding/width.
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/// </summary>
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public float MinDraggableWidth = 10f;
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/// <summary>
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/// Virtual pixel offset from the edge beyond which the split cannot be moved.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float SplitEdgeSeparation { get; set; }
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private float _splitStart;
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/// <summary>
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/// Virtual pixel offset from the center of the split.
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/// </summary>
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public float SplitCenter
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{
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get => _splitStart + _splitWidth / 2;
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set
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{
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State = SplitState.Manual;
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_splitStart = value - _splitWidth / 2;
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ClampSplitCenter();
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Virtual pixel fraction of the split.
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/// </summary>
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/// <value>Takes a float from 0 to 1.</value>
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public float SplitFraction
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{
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get
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{
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var size = Vertical ? Size.Y : Size.X;
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if (size == 0)
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return 0;
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return SplitCenter / size;
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}
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set
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{
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SplitCenter = value * (Vertical ? Size.Y : Size.X);
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}
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}
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private SplitState _splitState;
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private bool _dragging;
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private SplitOrientation _orientation;
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private SplitStretchDirection _stretchDirection;
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private bool Vertical => Orientation == SplitOrientation.Vertical;
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/// <summary>
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/// Whether the split position should be set manually or automatically.
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/// </summary>
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public SplitState State
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{
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get => _splitState;
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set
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{
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_splitState = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Determines which side of the split expands when the parent is resized.
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/// </summary>
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public SplitStretchDirection StretchDirection
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{
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get => _stretchDirection;
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set
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{
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_stretchDirection = value;
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InvalidateMeasure();
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}
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}
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/// <summary>
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/// Whether the split is horizontal or vertical.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public SplitOrientation Orientation
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{
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get => _orientation;
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set
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{
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_orientation = value;
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InvalidateMeasure();
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}
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}
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public SplitContainer()
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{
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MouseFilter = MouseFilterMode.Stop;
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_splitState = SplitState.Auto;
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_stretchDirection = SplitStretchDirection.BottomRight;
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_dragging = false;
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ResizeMode = SplitResizeMode.RespectChildrenMinSize;
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SplitWidth = 10;
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SplitEdgeSeparation = 10;
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}
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protected internal override void MouseMove(GUIMouseMoveEventArgs args)
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{
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base.MouseMove(args);
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if (ResizeMode == SplitResizeMode.NotResizable) return;
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if (_dragging)
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{
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var newOffset = Vertical ? args.RelativePosition.Y : args.RelativePosition.X;
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SplitCenter = newOffset;
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DefaultCursorShape = Vertical ? CursorShape.VResize : CursorShape.HResize;
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}
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else
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{
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// on mouseover, check if they are over the split and change the cursor accordingly
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var cursor = CursorShape.Arrow;
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if (CanDragAt(args.RelativePosition))
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{
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cursor = Vertical ? CursorShape.VResize : CursorShape.HResize;
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}
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DefaultCursorShape = cursor;
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}
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}
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protected internal override void KeyBindDown(GUIBoundKeyEventArgs args)
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{
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base.KeyBindDown(args);
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if (ResizeMode == SplitResizeMode.NotResizable) return;
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if (_dragging || args.Function != EngineKeyFunctions.UIClick) return;
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if (CanDragAt(args.RelativePosition))
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{
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_dragging = true;
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_splitState = SplitState.Manual;
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}
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}
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protected internal override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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base.KeyBindUp(args);
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if (args.Function != EngineKeyFunctions.UIClick) return;
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_dragging = false;
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DefaultCursorShape = CursorShape.Arrow;
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}
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private bool CanDragAt(Vector2 relativePosition)
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{
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var distance = Vertical
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? Math.Abs(relativePosition.Y - SplitCenter)
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: Math.Abs(relativePosition.X - SplitCenter);
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return distance <= _splitWidth || distance <= MinDraggableWidth;
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}
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/// <summary>
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/// Ensures the split center is within all necessary limits
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/// </summary>
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/// <param name="firstMinSize">min size of the first child, will calculate if null</param>
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/// <param name="secondMinSize">min size of the second child, will calculate if null</param>
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/// <returns></returns>
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private void ClampSplitCenter(Vector2? desiredSize = null, float? firstMinSize = null, float? secondMinSize = null)
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{
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// min / max x and y extents in relative virtual pixels of where the split can go regardless
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// of anything else.
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var controlSize = desiredSize ?? Size;
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var splitMax = (Vertical ? controlSize.Y : controlSize.X) - _splitWidth - SplitEdgeSeparation;
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var desiredSplit = _splitStart;
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if (desiredSize != null && StretchDirection == SplitStretchDirection.TopLeft)
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desiredSplit += Vertical ? desiredSize.Value.Y - Size.Y : desiredSize.Value.X - Size.X;
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_splitStart = MathHelper.Clamp(desiredSplit, SplitEdgeSeparation, splitMax);
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if (ResizeMode == SplitResizeMode.RespectChildrenMinSize && ChildCount == 2)
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{
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var first = GetChild(0);
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var second = GetChild(1);
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var firstDesiredSize = firstMinSize ?? (Vertical ? first.DesiredSize.Y : first.DesiredSize.X);
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var secondDesiredSize = secondMinSize ?? (Vertical ? second.DesiredSize.Y : second.DesiredSize.X);
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var firstOrientedMinSize = Vertical ? first.MinSize.Y : first.MinSize.X;
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var secondOrientedMinSize = Vertical ? second.MinSize.Y : second.MinSize.X;
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if (firstOrientedMinSize > firstDesiredSize && firstOrientedMinSize != 0)
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{
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first.Measure(controlSize);
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}
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if (secondOrientedMinSize > secondDesiredSize && secondOrientedMinSize != 0)
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{
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second.Measure(controlSize);
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}
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firstMinSize = Vertical ? first.DesiredSize.Y : first.DesiredSize.X;
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secondMinSize = Vertical ? second.DesiredSize.Y : second.DesiredSize.X;
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var size = Vertical ? controlSize.Y : controlSize.X;
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_splitStart = MathHelper.Clamp(_splitStart, firstMinSize.Value,
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size - (secondMinSize.Value + _splitWidth));
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}
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}
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protected override Vector2 ArrangeOverride(Vector2 finalSize)
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{
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if (ChildCount != 2)
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{
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return finalSize;
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}
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var first = GetChild(0);
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var second = GetChild(1);
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var firstExpand = Vertical ? first.VerticalExpand : first.HorizontalExpand;
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var secondExpand = Vertical ? second.VerticalExpand : second.HorizontalExpand;
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var firstDesiredSize = Vertical ? first.DesiredSize.Y : first.DesiredSize.X;
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var secondDesiredSize = Vertical ? second.DesiredSize.Y : second.DesiredSize.X;
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var size = Vertical ? finalSize.Y : finalSize.X;
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var ratio = first.SizeFlagsStretchRatio / (first.SizeFlagsStretchRatio + second.SizeFlagsStretchRatio);
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switch (_splitState)
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{
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case SplitState.Manual:
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// min sizes of children may have changed, ensure the offset still respects the defined limits
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ClampSplitCenter(finalSize, firstDesiredSize, secondDesiredSize);
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break;
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case SplitState.Auto:
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{
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if (firstExpand && secondExpand)
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{
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_splitStart = size * ratio - _splitWidth / 2;
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}
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else if (firstExpand)
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{
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_splitStart = size - secondDesiredSize - _splitWidth;
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}
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else if (secondExpand)
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{
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_splitStart = firstDesiredSize;
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}
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else
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{
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ratio = firstDesiredSize + secondDesiredSize <= 0
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? 0.5f
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: firstDesiredSize / (firstDesiredSize + secondDesiredSize);
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_splitStart = size * ratio - _splitWidth / 2;
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}
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_splitStart += MathHelper.Clamp(0f, firstDesiredSize - _splitStart,
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size - secondDesiredSize - _splitWidth - _splitStart);
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break;
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}
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}
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if (Vertical)
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{
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first.Arrange(new UIBox2(0, 0, finalSize.X, _splitStart));
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second.Arrange(new UIBox2(0, _splitStart + _splitWidth, finalSize.X, finalSize.Y));
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}
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else
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{
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first.Arrange(new UIBox2(0, 0, _splitStart, finalSize.Y));
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second.Arrange(new UIBox2(_splitStart + _splitWidth, 0, finalSize.X, finalSize.Y));
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}
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return finalSize;
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}
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protected override Vector2 MeasureOverride(Vector2 availableSize)
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{
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if (ChildCount != 2)
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{
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return Vector2.Zero;
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}
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var first = GetChild(0);
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var second = GetChild(1);
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if (State == SplitState.Manual)
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{
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var size = availableSize;
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if (Vertical)
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size.Y = _splitStart;
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else
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size.X = _splitStart;
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size = Vector2.ComponentMin(availableSize, size);
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first.Measure(size);
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size = availableSize;
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if (Vertical)
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size.Y = availableSize.Y - _splitStart - _splitWidth;
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else
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size.X = availableSize.X - _splitStart - _splitWidth;
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size = Vector2.ComponentMax(size, Vector2.Zero);
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second.Measure(size);
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}
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else
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{
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if (Vertical)
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availableSize.Y = MathF.Max(0, availableSize.Y - _splitWidth);
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else
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availableSize.X = MathF.Max(0, availableSize.X - _splitWidth);
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first.Measure(availableSize);
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if (Vertical)
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availableSize.Y = MathF.Max(0, availableSize.Y - first.DesiredSize.Y);
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else
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availableSize.X = MathF.Max(0, availableSize.X - first.DesiredSize.X);
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second.Measure(availableSize);
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}
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if (Vertical)
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{
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var width = MathF.Max(first.DesiredSize.X, second.DesiredPixelSize.X);
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var height = first.DesiredSize.Y + _splitWidth + second.DesiredPixelSize.Y;
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return (width, height);
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}
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else
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{
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var width = first.DesiredSize.X + _splitWidth + second.DesiredPixelSize.X;
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var height = MathF.Max(first.DesiredSize.Y, second.DesiredPixelSize.Y);
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return (width, height);
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}
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}
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/// <summary>
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/// Defines how user-initiated moving of the split should work
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/// </summary>
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public enum SplitResizeMode : sbyte
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{
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/// <summary>
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/// Don't allow user to move the split.
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/// </summary>
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NotResizable = -1,
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/// <summary>
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/// User can resize the split but can't shrink either child
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/// beyond its minimum size.
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///
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/// This ensures that no child ends up with its content outside the
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/// edges of its container.
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/// </summary>
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RespectChildrenMinSize = 0,
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}
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/// <summary>
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/// Defines how the split position should be determined
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/// </summary>
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public enum SplitState : byte
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{
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/// <summary>
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/// Automatically adjust the split based on the width of the children
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/// </summary>
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Auto = 0,
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/// <summary>
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/// Manually adjust the split by dragging it
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/// </summary>
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Manual = 1
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}
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public enum SplitOrientation : byte
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{
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Horizontal,
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Vertical
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}
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/// <summary>
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/// Specifies horizontal alignment modes.
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/// </summary>
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/// <seealso cref="Control.HorizontalAlignment"/>
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public enum SplitStretchDirection
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{
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/// <summary>
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/// The control should stretch the the control on the bottom or the right.
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/// </summary>
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BottomRight,
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/// <summary>
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/// The control should stretch the the control on the top or the left.
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/// </summary>
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TopLeft,
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}
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}
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}
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