Removed begin and end because thats not how it works... Still working on rectangle drawing for rotating rectangle.
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@ -1,5 +1,6 @@
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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 System;
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namespace RecrownedAthenaeum.Render
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@ -7,47 +8,46 @@ namespace RecrownedAthenaeum.Render
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/// <summary>
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/// Renders rectangles using the <see cref="PrimitiveBatch"/>.
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/// </summary>
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public class RectangleRenderer
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public class RectangleRenderer : IDisposable
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{
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private bool disposed;
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/// <summary>
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/// The <see cref="PrimitiveBatch"/> used. Needs to be disposed.
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/// </summary>
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public readonly PrimitiveBatch primitiveBatch;
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private bool began;
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private bool filling;
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private readonly PrimitiveBatch primitiveBatch;
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/// <summary>
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/// Creates a rectangle renderer with the given <see cref="PrimitiveBatch"/>.
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/// </summary>
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/// <param name="primitiveBatch"></param>
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public RectangleRenderer(PrimitiveBatch primitiveBatch)
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/// <param name="camera">Camera to use for <see cref="PrimitiveBatch"/>. Default will use <see cref="Configuration"/>.</param>
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/// <param name="graphicsDevice">Graphics device to use. Default will use <see cref="Configuration"/>.</param>
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public RectangleRenderer(Camera2D camera = null, GraphicsDevice graphicsDevice = null)
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{
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this.primitiveBatch = primitiveBatch;
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primitiveBatch = new PrimitiveBatch(camera, graphicsDevice, 4);
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}
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/// <summary>
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/// Begins the render batch.
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/// Disposes the rectangle renderer.
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/// </summary>
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/// <param name="filled">Whether or not to fill the rectangle.</param>
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public void Begin(bool filled = false)
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public void Dispose()
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{
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filling = filled;
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if (began) throw new InvalidOperationException("Cannot begin twice.");
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primitiveBatch.Begin(filled ? PrimitiveType.TriangleStrip : PrimitiveType.LineStrip);
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began = true;
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Dispose(true);
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}
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/// <summary>
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/// Ends the batch.
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/// Overridable for dispose.
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/// </summary>
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public void End()
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/// <param name="disposing">True when its a player calling the dispose.</param>
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public virtual void Dispose(bool disposing)
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{
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if (!began) throw new InvalidOperationException("Cannot end before beginning.");
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primitiveBatch.End();
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began = false;
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if (disposed) throw new ObjectDisposedException(GetType().Name);
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if (disposing)
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{
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primitiveBatch.Dispose();
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}
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disposed = true;
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}
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/// <summary>
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/// Draws a basic rectangle given bottom left and top right.
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/// </summary>
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@ -57,9 +57,11 @@ namespace RecrownedAthenaeum.Render
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/// <param name="height">Height of rectangle.</param>
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/// <param name="color">Color of all vertices of this rectangle.</param>
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/// <param name="rotation">Rotation of rectangle. Default is 0 radians.</param>
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public void DrawRectangle(int x, int y, int width, int height, Color color, double rotation = 0)
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/// <param name="filled">If this rectangle should be filled.</param>
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public void Draw(int x, int y, int width, int height, Color color, double rotation = 0, bool filled = false)
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{
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if (!began) throw new InvalidOperationException("Renderer must be started by calling Begin.");
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primitiveBatch.Begin(filled ? PrimitiveType.TriangleStrip : PrimitiveType.LineStrip);
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Vector2[] corners = new Vector2[4];
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corners[0] = new Vector2(x, y);
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@ -67,9 +69,9 @@ namespace RecrownedAthenaeum.Render
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double topRightAngleFromOrig = Math.Atan(height / (double)width);
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float origDiagonalHypotenuse = (float)Math.Sqrt(width * width * height * height);
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corners[2] = new Vector2(x + (float)Math.Cos(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse, y + (float)Math.Sin(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse);
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corners[3] = new Vector2(x + (float)Math.Cos(rotation + Math.PI / 4f) * height, y + (float)Math.Sin(rotation) * height);
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corners[3] = new Vector2(x + (float)Math.Cos(rotation + (Math.PI / 4f)) * height, y + (float)Math.Sin(rotation) * height);
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if (filling)
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if (filled)
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{
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primitiveBatch.AddVertex(corners[1], color);
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primitiveBatch.AddVertex(corners[2], color);
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@ -83,6 +85,8 @@ namespace RecrownedAthenaeum.Render
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primitiveBatch.AddVertex(corners[2], color);
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primitiveBatch.AddVertex(corners[3], color);
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}
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primitiveBatch.End();
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}
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}
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}
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