recrownedgtk/RecrownedAthenaeum/Render/BasicScissor.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RecrownedAthenaeum.Render
{
/// <summary>
/// A simple utility object that will start and end a scissor setup given a <see cref="ConsistentSpriteBatch"/> to work with.
/// </summary>
public class BasicScissor
{
ConsistentSpriteBatch spriteBatch;
RasterizerState scissorRasterizer;
Rectangle scissorRectangle;
RasterizerState originalRasterizer;
Rectangle originalScissor;
/// <summary>
/// Initializes the basic scissor.
/// </summary>
public BasicScissor()
{
scissorRasterizer = new RasterizerState();
scissorRasterizer.MultiSampleAntiAlias = false;
scissorRasterizer.ScissorTestEnable = true;
}
/// <summary>
/// Begins the <see cref="ConsistentSpriteBatch"/> with scissoring in mind.
/// </summary>
/// <param name="scissorRectangle">The rectangle to use to outline the scissor.</param>
/// <param name="consistentSpriteBatch">The consistent sprite batch to use for this process.</param>
public void Begin(Rectangle scissorRectangle, ConsistentSpriteBatch consistentSpriteBatch)
{
originalRasterizer = consistentSpriteBatch.rasterizerState;
this.scissorRectangle = scissorRectangle;
spriteBatch = consistentSpriteBatch;
spriteBatch.Begin(rasterizerState: scissorRasterizer);
}
/// <summary>
/// Ends the scissor state of the spritebatch.
/// </summary>
public void End()
{
originalScissor = spriteBatch.GraphicsDevice.ScissorRectangle;
spriteBatch.GraphicsDevice.ScissorRectangle = scissorRectangle;
spriteBatch.End();
spriteBatch.rasterizerState = originalRasterizer;
spriteBatch.GraphicsDevice.ScissorRectangle = originalScissor;
}
}
}