Files
RobustToolbox/SS14.Client/UserInterface/CustomControls/SS14Window.cs
Pieter-Jan Briers d6625f9c6a Implement CSS-like stylesheets into GUI.
Label now reads properties from the CSS system.
2019-02-14 23:24:35 +01:00

382 lines
12 KiB
C#

using SS14.Client.UserInterface.Controls;
using SS14.Shared.Maths;
using System;
using SS14.Client.Interfaces.Graphics;
using SS14.Shared.IoC;
using SS14.Shared.Utility;
namespace SS14.Client.UserInterface.CustomControls
{
[ControlWrap("res://Engine/Scenes/SS14Window/SS14Window.tscn")]
public class SS14Window : Panel
{
public const string StyleClassWindowTitle = "windowTitle";
[Dependency] private readonly IDisplayManager _displayManager;
public SS14Window() : base()
{
}
public SS14Window(string name) : base(name)
{
}
[Flags]
enum DragMode
{
None = 0,
Move = 1,
Top = 1 << 1,
Bottom = 1 << 2,
Left = 1 << 3,
Right = 1 << 4,
}
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/SS14Window/SS14Window.tscn");
public Control Contents { get; private set; }
private TextureButton CloseButton;
private const int DRAG_MARGIN_SIZE = 7;
// TODO: Unhardcode this header size.
private const float HEADER_SIZE_Y = 25;
protected virtual Vector2 ContentsMinimumSize => new Vector2(50, 50);
protected override Vector2 CalculateMinimumSize()
{
var marginSize = new Vector2(Contents.MarginLeft - Contents.MarginRight,
Contents.MarginTop - Contents.MarginBottom);
return ContentsMinimumSize + marginSize;
}
private DragMode CurrentDrag = DragMode.None;
private Vector2 DragOffsetTopLeft;
private Vector2 DragOffsetBottomRight;
/// <summary>
/// If true, the window will simply be hidden if closed.
/// If false, the window control will be disposed entirely.
/// </summary>
public bool HideOnClose { get; set; } = false;
public bool Resizable { get; set; } = true;
private Label TitleLabel => GetChild("Header").GetChild<Label>("Header Text");
public string Title
{
get => TitleLabel.Text;
set => TitleLabel.Text = value;
}
/// <summary>
/// Invoked when the close button of this window is pressed.
/// </summary>
public event Action OnClose;
// Drag resizing and moving code is mostly taken from Godot's WindowDialog.
protected override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
var header = GetChild("Header");
CloseButton = header.GetChild<TextureButton>("CloseButton");
CloseButton.OnPressed += CloseButtonPressed;
Contents = GetChild("Contents");
TitleLabel.AddStyleClass(StyleClassWindowTitle);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
CloseButton.OnPressed -= CloseButtonPressed;
}
}
private void CloseButtonPressed(BaseButton.ButtonEventArgs args)
{
Close();
}
public virtual void Close()
{
OnClose?.Invoke();
if (HideOnClose)
{
Visible = false;
}
else
{
Dispose();
}
}
protected internal override void MouseDown(GUIMouseButtonEventArgs args)
{
base.MouseDown(args);
CurrentDrag = GetDragModeFor(args.RelativePosition);
if (CurrentDrag != DragMode.None)
{
DragOffsetTopLeft = args.GlobalPosition - Position;
DragOffsetBottomRight = Position + Size - args.GlobalPosition;
}
MoveToFront();
}
protected internal override void MouseUp(GUIMouseButtonEventArgs args)
{
base.MouseUp(args);
DragOffsetTopLeft = DragOffsetBottomRight = Vector2.Zero;
CurrentDrag = DragMode.None;
// If this is done in MouseDown, Godot won't fire MouseUp as you need focus to receive MouseUps.
UserInterfaceManager.Focused?.ReleaseFocus();
}
protected internal override void MouseMove(GUIMouseMoveEventArgs args)
{
base.MouseMove(args);
if (CurrentDrag == DragMode.Move)
{
var globalPos = args.GlobalPosition;
globalPos = Vector2.Clamp(globalPos, Vector2.Zero, _displayManager.ScreenSize);
Position = globalPos - DragOffsetTopLeft;
return;
}
if (!Resizable)
{
return;
}
if (CurrentDrag == DragMode.None)
{
var cursor = CursorShape.Arrow;
var previewDragMode = GetDragModeFor(args.RelativePosition);
switch (previewDragMode)
{
case DragMode.Top:
case DragMode.Bottom:
cursor = CursorShape.VSplit;
break;
case DragMode.Left:
case DragMode.Right:
cursor = CursorShape.HSplit;
break;
case DragMode.Bottom | DragMode.Left:
case DragMode.Top | DragMode.Right:
cursor = CursorShape.BDiagSize;
break;
case DragMode.Bottom | DragMode.Right:
case DragMode.Top | DragMode.Left:
cursor = CursorShape.FDiagSize;
break;
}
DefaultCursorShape = cursor;
}
else
{
var top = Rect.Top;
var bottom = Rect.Bottom;
var left = Rect.Left;
var right = Rect.Right;
var minsize = CombinedMinimumSize;
if ((CurrentDrag & DragMode.Top) == DragMode.Top)
{
var MaxY = bottom - minsize.Y;
top = Math.Min(args.GlobalPosition.Y - DragOffsetTopLeft.Y, MaxY);
}
else if ((CurrentDrag & DragMode.Bottom) == DragMode.Bottom)
{
bottom = Math.Max(args.GlobalPosition.Y + DragOffsetBottomRight.Y, top + minsize.Y);
}
if ((CurrentDrag & DragMode.Left) == DragMode.Left)
{
var MaxX = right - minsize.X;
left = Math.Min(args.GlobalPosition.X - DragOffsetTopLeft.X, MaxX);
}
else if ((CurrentDrag & DragMode.Right) == DragMode.Right)
{
right = Math.Max(args.GlobalPosition.X + DragOffsetBottomRight.X, left + minsize.X);
}
var rect = new UIBox2(left, top, right, bottom);
Position = rect.TopLeft;
Size = rect.Size;
}
}
protected internal override void MouseExited()
{
if (Resizable && CurrentDrag == DragMode.None)
{
DefaultCursorShape = CursorShape.Arrow;
}
}
private DragMode GetDragModeFor(Vector2 relativeMousePos)
{
var mode = DragMode.None;
if (Resizable)
{
if (relativeMousePos.Y < DRAG_MARGIN_SIZE)
{
mode = DragMode.Top;
}
else if (relativeMousePos.Y > Size.Y - DRAG_MARGIN_SIZE)
{
mode = DragMode.Bottom;
}
if (relativeMousePos.X < DRAG_MARGIN_SIZE)
{
mode |= DragMode.Left;
}
else if (relativeMousePos.X > Size.X - DRAG_MARGIN_SIZE)
{
mode |= DragMode.Right;
}
}
if (mode == DragMode.None && relativeMousePos.Y < HEADER_SIZE_Y)
{
mode = DragMode.Move;
}
return mode;
}
public void MoveToFront()
{
var root = UserInterfaceManager.WindowRoot;
if (Parent != root)
{
throw new InvalidOperationException(
"Window is not a child of the window root! You need to call AddToScreen first!");
}
if (GameController.OnGodot)
{
root.SceneControl.MoveChild(SceneControl, root.SceneControl.GetChildCount());
}
}
public bool IsAtFront()
{
if (!GameController.OnGodot)
{
return false;
}
if (Parent != UserInterfaceManager.WindowRoot)
{
throw new InvalidOperationException(
"Window is not a child of the window root! You need to call AddToScreen first!");
}
var siblings = Parent.SceneControl.GetChildren();
var ourPos = SceneControl.GetPositionInParent();
for (var i = ourPos + 1; i < siblings.Count; i++)
{
if (siblings[i] is Godot.Control control)
{
if (control.Visible)
{
// If we find a control after us that's visible, we're NOT in front.
return false;
}
}
}
return true;
}
public void AddToScreen()
{
if (Parent != null)
{
Parent.RemoveChild(this);
}
UserInterfaceManager.WindowRoot.AddChild(this);
}
public void Open()
{
if (Parent != UserInterfaceManager.WindowRoot)
{
throw new InvalidOperationException(
"Window is not a child of the window root! You need to call AddToScreen first!");
}
Visible = true;
MoveToFront();
}
public void OpenCentered()
{
if (Parent != UserInterfaceManager.WindowRoot)
{
throw new InvalidOperationException(
"Window is not a child of the window root! You need to call AddToScreen first!");
}
Position = (Parent.Size - Size) / 2;
Open();
}
public void OpenToLeft()
{
if (Parent != UserInterfaceManager.WindowRoot)
{
throw new InvalidOperationException(
"Window is not a child of the window root! You need to call AddToScreen first!");
}
Position = new Vector2(0, (Parent.Size.Y - Size.Y) / 2);
}
// Prevent window headers from getting off screen due to game window resizes.
protected override void Update(ProcessFrameEventArgs args)
{
if (!GameController.OnGodot)
{
return;
}
var windowSize = _displayManager.ScreenSize;
if (Position.Y > windowSize.Y)
{
Position = new Vector2(Position.X, windowSize.Y - HEADER_SIZE_Y);
}
if (Position.X > windowSize.X)
{
// 50 is arbitrary here. As long as it's bumped back into view.
Position = new Vector2(windowSize.X - 50, Position.Y);
}
}
}
}