175 lines
6.2 KiB
C#
175 lines
6.2 KiB
C#
using Robust.Client.UserInterface.Controls;
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using System.Linq;
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using System.Numerics;
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namespace Content.Client.UserInterface.Controls;
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[Virtual]
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public class RadialContainer : LayoutContainer
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{
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/// <summary>
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/// Increment of radius per child element to be rendered.
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/// </summary>
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private const float RadiusIncrement = 5f;
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/// <summary>
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/// Specifies the anglular range, in radians, in which child elements will be placed.
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/// The first value denotes the angle at which the first element is to be placed, and
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/// the second value denotes the angle at which the last element is to be placed.
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/// Both values must be between 0 and 2 PI radians
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/// </summary>
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/// <remarks>
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/// The top of the screen is at 0 radians, and the bottom of the screen is at PI radians
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 AngularRange
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{
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get
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{
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return _angularRange;
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}
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set
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{
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var x = value.X;
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var y = value.Y;
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x = x > MathF.Tau ? x % MathF.Tau : x;
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y = y > MathF.Tau ? y % MathF.Tau : y;
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x = x < 0 ? MathF.Tau + x : x;
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y = y < 0 ? MathF.Tau + y : y;
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_angularRange = new Vector2(x, y);
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}
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}
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private Vector2 _angularRange = new Vector2(0f, MathF.Tau - float.Epsilon);
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/// <summary>
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/// Determines the direction in which child elements will be arranged
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public RAlignment RadialAlignment { get; set; } = RAlignment.Clockwise;
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/// <summary>
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/// Radial menu radius determines how far from the radial container's center its child elements will be placed.
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/// To correctly display dynamic amount of elements control actually resizes depending on amount of child buttons,
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/// but uses this property as base value for final radius calculation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float InitialRadius { get; set; } = 100f;
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/// <summary>
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/// Radial menu radius determines how far from the radial container's center its child elements will be placed.
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/// This is dynamically calculated (based on child button count) radius, result of <see cref="InitialRadius"/> and
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/// <see cref="RadiusIncrement"/> multiplied by currently visible child button count.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public float CalculatedRadius { get; private set; }
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/// <summary>
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/// Determines radial menu button sectors inner radius, is a multiplier of <see cref="InitialRadius"/>.
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/// </summary>
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public float InnerRadiusMultiplier { get; set; } = 0.5f;
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/// <summary>
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/// Determines radial menu button sectors outer radius, is a multiplier of <see cref="InitialRadius"/>.
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/// </summary>
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public float OuterRadiusMultiplier { get; set; } = 1.5f;
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/// <summary>
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/// Sets whether the container should reserve a space on the layout for child which are not currently visible
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ReserveSpaceForHiddenChildren { get; set; } = true;
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/// <summary>
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/// This container arranges its children, evenly separated, in a radial pattern
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/// </summary>
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public RadialContainer()
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{
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}
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/// <inheritdoc />
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protected override Vector2 ArrangeOverride(Vector2 finalSize)
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{
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var children = ReserveSpaceForHiddenChildren
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? Children
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: Children.Where(x => x.Visible);
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var childCount = children.Count();
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// Add padding from the center at higher child counts so they don't overlap.
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CalculatedRadius = InitialRadius + (childCount * RadiusIncrement);
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var isAntiClockwise = RadialAlignment == RAlignment.AntiClockwise;
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// Determine the size of the arc, accounting for clockwise and anti-clockwise arrangements
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var arc = AngularRange.Y - AngularRange.X;
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arc = arc < 0
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? MathF.Tau + arc
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: arc;
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arc = isAntiClockwise
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? MathF.Tau - arc
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: arc;
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// Account for both circular arrangements and arc-based arrangements
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var childMod = MathHelper.CloseTo(arc, MathF.Tau, 0.01f)
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? 0
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: 1;
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// Determine the separation between child elements
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var sepAngle = arc / (childCount - childMod);
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sepAngle *= isAntiClockwise
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? -1f
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: 1f;
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var controlCenter = finalSize * 0.5f;
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// Adjust the positions of all the child elements
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var query = children.Select((x, index) => (index, x));
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foreach (var (childIndex, child) in query)
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{
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const float angleOffset = MathF.PI * 0.5f;
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var targetAngleOfChild = AngularRange.X + sepAngle * (childIndex + 0.5f) + angleOffset;
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// flooring values for snapping float values to physical grid -
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// it prevents gaps and overlapping between different button segments
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var position = new Vector2(
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MathF.Floor(CalculatedRadius * MathF.Cos(targetAngleOfChild)),
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MathF.Floor(-CalculatedRadius * MathF.Sin(targetAngleOfChild))
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) + controlCenter - child.DesiredSize * 0.5f + Position;
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SetPosition(child, position);
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// radial menu buttons with sector need to also know in which sector and around which point
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// they should be rendered, how much space sector should should take etc.
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if (child is IRadialMenuItemWithSector tb)
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{
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tb.AngleSectorFrom = sepAngle * childIndex;
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tb.AngleSectorTo = sepAngle * (childIndex + 1);
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tb.AngleOffset = angleOffset;
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tb.InnerRadius = CalculatedRadius * InnerRadiusMultiplier;
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tb.OuterRadius = CalculatedRadius * OuterRadiusMultiplier;
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tb.ParentCenter = controlCenter;
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}
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}
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return base.ArrangeOverride(finalSize);
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}
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/// <summary>
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/// Specifies the different radial alignment modes
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/// </summary>
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/// <seealso cref="RadialAlignment"/>
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public enum RAlignment : byte
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{
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Clockwise,
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AntiClockwise,
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}
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}
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