rhythmbullet/RhythmBullet/Utilities/UI/Modular/UIModuleGroup.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
using RhythmBullet.Utilities.Camera;
using RhythmBullet.Utilities.Input;
namespace RhythmBullet.UI.Modular
{
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public class UIModuleGroup : UIModule
{
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List<UIModule> modules = new List<UIModule>();
Rectangle scissorBounds;
RasterizerState scissorRasterizer = new RasterizerState();
public Camera2D Camera { get; set; }
public UIModuleGroup(bool crop = false, Camera2D camera = null)
{
Camera = camera;
if (crop)
{
scissorRasterizer.ScissorTestEnable = true;
scissorBounds = new Rectangle();
}
}
public override void Draw(SpriteBatch batch)
{
if (scissorBounds != null)
{
batch.End();
batch.Begin(SpriteSortMode.Deferred, null, null, null, scissorRasterizer, null, Camera?.TransformMatrix);
scissorBounds.Width = bounds.Width;
scissorBounds.Height = bounds.Height;
scissorBounds.X = bounds.X;
scissorBounds.Y = bounds.Y;
Rectangle scissor = scissorBounds;
scissorBounds = batch.GraphicsDevice.ScissorRectangle;
batch.GraphicsDevice.ScissorRectangle = scissor;
}
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foreach (UIModule module in modules)
{
int offsetX = module.bounds.X;
int offsetY = module.bounds.Y;
module.bounds.X = bounds.X + offsetX;
module.bounds.Y = bounds.Y + offsetY;
module.Draw(batch);
module.bounds.X = offsetX;
module.bounds.Y = offsetY;
}
if (scissorBounds != null)
{
batch.GraphicsDevice.ScissorRectangle = scissorBounds;
batch.End();
batch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, Camera?.TransformMatrix);
}
}
public override void Update(GameTime gameTime)
{
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foreach (UIModule module in modules)
{
module.Update(gameTime);
}
}
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public void AddModule(params UIModule[] addModules)
{
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foreach (UIModule module in addModules)
{
if (modules.Contains(module))
{
throw new InvalidOperationException(module.ToString() + " already exists in " + this.ToString());
}
module.Parent = this;
modules.Add(module);
}
}
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public void RemoveModule(UIModule module)
{
module.Parent = null;
modules.Remove(module);
}
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public override bool KeyboardStateChanged(KeyboardState state)
{
foreach (UIModule module in modules)
{
module.KeyboardStateChanged(state);
}
return false;
}
public override bool MouseStateChanged(MouseState state)
{
foreach (UIModule module in modules)
{
module.MouseStateChanged(state);
}
return false;
}
}
}