Added sprite batch settings to maintain sprite batch begin settings and keep consistency and control over settings. Ninepatch uses this.
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04ec3cd793
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@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using RecrownedAthenaeum.Camera;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.ScreenSystem;
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using System;
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@ -23,10 +24,10 @@ namespace RecrownedAthenaeum
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/// </summary>
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public static Camera2D Camera2D { set { camera2D = value; } get { if (camera2D == null) throw new InvalidOperationException("2D camera property requested as substitute but configuration does not have one."); return camera2D; } }
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private static BeginBatch beginBatchFunction;
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private static SpriteBatchSettings? beginBatchFunction;
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/// <summary>
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/// The begin sprite batch to use for custom begins and consistency.
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/// </summary>
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public static BeginBatch BeginBatchFunction { set { beginBatchFunction = value; } get { if (beginBatchFunction == null) throw new InvalidOperationException("No default begin batch has been set yet has been requested."); return beginBatchFunction; } }
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public static SpriteBatchSettings? spriteBatchSettings { set { beginBatchFunction = value.Value; } get { if (!beginBatchFunction.HasValue) throw new InvalidOperationException("No default begin batch has been set yet has been requested."); return beginBatchFunction; } }
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}
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}
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@ -51,6 +51,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Render\SpriteBatchSettings.cs" />
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<Compile Include="View\Camera3D.cs" />
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<Compile Include="View\Camera2D.cs" />
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<Compile Include="ContentSystem\ContentData.cs" />
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61
RecrownedAthenaeum/Render/SpriteBatchSettings.cs
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61
RecrownedAthenaeum/Render/SpriteBatchSettings.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RecrownedAthenaeum.Render
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{
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/// <summary>
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/// The settings the sprite batch should use.
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/// </summary>
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public struct SpriteBatchSettings
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{
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/// <summary>
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/// Defines sprites sort mode.
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/// </summary>
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public SpriteSortMode spriteSortMode;
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/// <summary>
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/// The blend state to use.
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/// </summary>
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public BlendState blendState;
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/// <summary>
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/// Sampler state to use.
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/// </summary>
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public SamplerState samplerState;
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/// <summary>
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/// The depth stencil state to use.
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/// </summary>
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public DepthStencilState depthStencilState;
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/// <summary>
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/// The rasterizer state to use.
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/// </summary>
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public RasterizerState rasterizerState;
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/// <summary>
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/// The effect to use.
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/// </summary>
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public Effect effect;
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/// <summary>
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/// The transformation matrix to use.
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/// </summary>
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public Matrix transformMatrix;
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/// <summary>
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/// Begins the given sprite batch with the current set of settings.
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/// </summary>
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/// <param name="spriteBatch">Begins the spritebatch with the given settings.</param>
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public void BeginSpriteBatch(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(spriteSortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
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}
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}
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}
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@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Camera;
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using RecrownedAthenaeum.Render;
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using System;
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using System.Diagnostics;
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@ -12,12 +13,6 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// <param name="screen">The screen to show after the loading screen.</param>
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public delegate void ShowFirstScreen(Screen screen);
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/// <summary>
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/// Custom spritebatch begin call.
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/// </summary>
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/// <param name="spriteBatch"></param>
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public delegate void BeginBatch(SpriteBatch spriteBatch);
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/// <summary>
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/// A manager for screens. Helps with transitions and updating screens as well as resizes.
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/// </summary>
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@ -31,9 +26,9 @@ namespace RecrownedAthenaeum.ScreenSystem
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public event ShowFirstScreen ShowFirstScreenEvent;
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/// <summary>
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/// The function to call that begins the batch.
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/// The settings this manager will use to begin a sprite batch.
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/// </summary>
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public BeginBatch beginBatchFunc;
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public SpriteBatchSettings batchSettings;
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private GraphicsDeviceManager graphics;
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private Screen previousScreen;
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@ -77,16 +72,24 @@ namespace RecrownedAthenaeum.ScreenSystem
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/// </summary>
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/// <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>
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/// <param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="Configuration"/> if left null.</param>
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/// <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>
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public ScreenManager(Camera2D camera = null, GraphicsDeviceManager graphicsDeviceManager = null, BeginBatch beginBatchFunction = null)
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/// <param name="spriteBatchSettings">The settings to begin spritebatch with. Will use the built-in one in screen manager if not provided.</param>
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public ScreenManager(Camera2D camera = null, GraphicsDeviceManager graphicsDeviceManager = null, SpriteBatchSettings? spriteBatchSettings = null)
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{
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if (beginBatchFunction == null) beginBatchFunction = BasicBeginBatch;
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if (camera == null) camera = Configuration.Camera2D;
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if (!spriteBatchSettings.HasValue)
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{
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SpriteBatchSettings basicSettings = new SpriteBatchSettings();
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basicSettings.effect = camera.BasicEffect;
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basicSettings.blendState = BlendState.Additive;
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basicSettings.samplerState = null;
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spriteBatchSettings = basicSettings;
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}
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if (graphicsDeviceManager == null) graphicsDeviceManager = Configuration.GraphicsDeviceManager;
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graphics = graphicsDeviceManager ?? throw new ArgumentNullException("Graphics device manager argument cannot be null if setup's graphics device manager is also null.");
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this.camera = camera ?? throw new ArgumentNullException("2d camera argument cannot be null if setup's 2d camera is also null.");
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beginBatchFunc = beginBatchFunction;
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batchSettings = spriteBatchSettings.Value;
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}
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/// <summary>
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@ -144,13 +147,13 @@ namespace RecrownedAthenaeum.ScreenSystem
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{
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graphics.GraphicsDevice.SetRenderTarget(previousScreenRenderTarget);
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graphics.GraphicsDevice.Clear(previousScreen.BackgroundColor);
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beginBatchFunc(spriteBatch);
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batchSettings.BeginSpriteBatch(spriteBatch);
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previousScreen.Draw(spriteBatch);
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spriteBatch.End();
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graphics.GraphicsDevice.SetRenderTarget(null);
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Screen.UpdatePreviousScreenFrame(previousScreenRenderTarget);
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}
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beginBatchFunc(spriteBatch);
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batchSettings.BeginSpriteBatch(spriteBatch);
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Screen.Draw(spriteBatch);
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spriteBatch.End();
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}
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@ -214,10 +217,5 @@ namespace RecrownedAthenaeum.ScreenSystem
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{
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Dispose(false);
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}
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private void BasicBeginBatch(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(effect: camera.BasicEffect, blendState: BlendState.NonPremultiplied);
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}
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}
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}
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@ -59,10 +59,8 @@ namespace RecrownedAthenaeum.SpecialTypes
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for (int i = 0; i < patches.Length; i++)
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{
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patches[i].X += textureRegion.X + 1;
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patches[i].Y += textureRegion.Y + 1;
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patches[i].Width -= 2;
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patches[i].Height -= 2;
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patches[i].X += textureRegion.X;
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patches[i].Y += textureRegion.Y;
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}
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return patches;
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}
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@ -71,15 +69,15 @@ namespace RecrownedAthenaeum.SpecialTypes
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{
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Rectangle[] patches =
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{
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new Rectangle(-left, -bottom, left, bottom),
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new Rectangle(0, -bottom, width, bottom),
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new Rectangle(width, -bottom, right, bottom),
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new Rectangle(-left, 0, left, height),
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new Rectangle(0, 0, width, height),
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new Rectangle(width, 0, right, height),
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new Rectangle(-left, height, left, top),
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new Rectangle(0, height, width, top),
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new Rectangle(width, height, right, top),
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new Rectangle(0, 0, left, bottom),
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new Rectangle(left, 0, width - left - right, bottom),
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new Rectangle(width -right, 0, right, bottom),
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new Rectangle(0, bottom, left, height - bottom - top),
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new Rectangle(left, bottom, width - left - right, height - top - bottom),
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new Rectangle(width - right, bottom, right, height - top - bottom),
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new Rectangle(0, height - top, left, top),
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new Rectangle(left, height - top, width - left - right, top),
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new Rectangle(width - right, height - top, right, top),
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};
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return patches;
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}
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@ -90,8 +88,19 @@ namespace RecrownedAthenaeum.SpecialTypes
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/// <param name="spriteBatch">Batch to use.</param>
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/// <param name="destination">Where to the patch.</param>
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/// <param name="color">The color of the patch.</param>
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public void Draw(SpriteBatch spriteBatch, Rectangle destination, Color color)
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/// <param name="spriteBatchSettings">The sprite batch settings to use to begin the batch in after drawing the ninepatch.</param>
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public void Draw(SpriteBatch spriteBatch, Color color, Rectangle destination, SpriteBatchSettings? spriteBatchSettings = null)
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{
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if (spriteBatchSettings == null) spriteBatchSettings = Configuration.spriteBatchSettings;
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spriteBatch.End();
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SpriteBatchSettings ss = spriteBatchSettings.Value;
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SamplerState nSS = ss.samplerState;
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ss.samplerState = SamplerState.PointClamp;
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ss.BeginSpriteBatch(spriteBatch);
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Rectangle[] destinations = GenenerateDestinationRectangles(destination.Width, destination.Height);
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for (int i = 0; i < destinations.Length; i++)
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{
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@ -99,10 +108,15 @@ namespace RecrownedAthenaeum.SpecialTypes
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destinations[i].Y += destination.Y;
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spriteBatch.Draw(texture, destinations[i], sourcePatches[i], color);
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}
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spriteBatch.End();
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ss.samplerState = nSS;
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ss.BeginSpriteBatch(spriteBatch);
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}
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/// <summary>
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/// Draw with more options.
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/// Uses the default <see cref="Configuration"/> for the spritebatch settings.
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/// </summary>
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/// <param name="spriteBatch">Spritebatch to use.</param>
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/// <param name="destination">The destination to draw the patch.</param>
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@ -113,7 +127,7 @@ namespace RecrownedAthenaeum.SpecialTypes
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{
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if (rotation != 0) throw new NotImplementedException("Ninepatches can't be rotated.");
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if (origin != default(Vector2)) throw new NotImplementedException("Ninepatches can't have origin changed (hint: use the destination rectangle to shift and position).");
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Draw(spriteBatch, destination, color);
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Draw(spriteBatch, color, destination);
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}
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}
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}
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@ -174,7 +174,7 @@ namespace RecrownedAthenaeum.SpecialTypes
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if (ninepatch != null)
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{
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ninepatch.Draw(batch, destination, Color.White);
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ninepatch.Draw(batch, Color.White, destination);
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}
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else
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{
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