Added sprite batch settings to maintain sprite batch begin settings and keep consistency and control over settings. Ninepatch uses this.

This commit is contained in:
2019-03-10 00:50:03 -06:00
parent 04ec3cd793
commit 4add103f94
6 changed files with 113 additions and 38 deletions

View File

@@ -1,6 +1,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.Render;
using System;
using System.Diagnostics;
@@ -12,12 +13,6 @@ namespace RecrownedAthenaeum.ScreenSystem
/// <param name="screen">The screen to show after the loading screen.</param>
public delegate void ShowFirstScreen(Screen screen);
/// <summary>
/// Custom spritebatch begin call.
/// </summary>
/// <param name="spriteBatch"></param>
public delegate void BeginBatch(SpriteBatch spriteBatch);
/// <summary>
/// A manager for screens. Helps with transitions and updating screens as well as resizes.
/// </summary>
@@ -31,9 +26,9 @@ namespace RecrownedAthenaeum.ScreenSystem
public event ShowFirstScreen ShowFirstScreenEvent;
/// <summary>
/// The function to call that begins the batch.
/// The settings this manager will use to begin a sprite batch.
/// </summary>
public BeginBatch beginBatchFunc;
public SpriteBatchSettings batchSettings;
private GraphicsDeviceManager graphics;
private Screen previousScreen;
@@ -77,16 +72,24 @@ namespace RecrownedAthenaeum.ScreenSystem
/// </summary>
/// <param name="camera">The camera to be used to perform the correct translations and transformations. Will use default set in <see cref="Configuration"/> if left null.</param>
/// <param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="Configuration"/> if left null.</param>
/// <param name="beginBatchFunction">The function to call to begin a batch to be used generally. Will use the built-in one in screen manager if not provided.</param>
public ScreenManager(Camera2D camera = null, GraphicsDeviceManager graphicsDeviceManager = null, BeginBatch beginBatchFunction = null)
/// <param name="spriteBatchSettings">The settings to begin spritebatch with. Will use the built-in one in screen manager if not provided.</param>
public ScreenManager(Camera2D camera = null, GraphicsDeviceManager graphicsDeviceManager = null, SpriteBatchSettings? spriteBatchSettings = null)
{
if (beginBatchFunction == null) beginBatchFunction = BasicBeginBatch;
if (camera == null) camera = Configuration.Camera2D;
if (!spriteBatchSettings.HasValue)
{
SpriteBatchSettings basicSettings = new SpriteBatchSettings();
basicSettings.effect = camera.BasicEffect;
basicSettings.blendState = BlendState.Additive;
basicSettings.samplerState = null;
spriteBatchSettings = basicSettings;
}
if (graphicsDeviceManager == null) graphicsDeviceManager = Configuration.GraphicsDeviceManager;
graphics = graphicsDeviceManager ?? throw new ArgumentNullException("Graphics device manager argument cannot be null if setup's graphics device manager is also null.");
this.camera = camera ?? throw new ArgumentNullException("2d camera argument cannot be null if setup's 2d camera is also null.");
beginBatchFunc = beginBatchFunction;
batchSettings = spriteBatchSettings.Value;
}
/// <summary>
@@ -144,13 +147,13 @@ namespace RecrownedAthenaeum.ScreenSystem
{
graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
graphics.GraphicsDevice.Clear(previousScreen.BackgroundColor);
beginBatchFunc(spriteBatch);
batchSettings.BeginSpriteBatch(spriteBatch);
previousScreen.Draw(spriteBatch);
spriteBatch.End();
graphics.GraphicsDevice.SetRenderTarget(null);
Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget);
}
beginBatchFunc(spriteBatch);
batchSettings.BeginSpriteBatch(spriteBatch);
Screen.Draw(spriteBatch);
spriteBatch.End();
}
@@ -169,7 +172,7 @@ namespace RecrownedAthenaeum.ScreenSystem
previousScreenRenderTarget.Dispose();
previousScreenRenderTarget = null;
}
/// <summary>
/// Notifies all screen that assets have completed being loaded after a resize.
/// </summary>
@@ -214,10 +217,5 @@ namespace RecrownedAthenaeum.ScreenSystem
{
Dispose(false);
}
private void BasicBeginBatch(SpriteBatch spriteBatch)
{
spriteBatch.Begin(effect: camera.BasicEffect, blendState: BlendState.NonPremultiplied);
}
}
}