Transition to .Net Core and VSCode in progress.

This commit is contained in:
Harrison Deng 2019-05-31 01:32:25 -05:00
parent f7aa272d76
commit 86a4db5973
25 changed files with 593 additions and 506 deletions

57
.gitignore vendored
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@ -1,23 +1,14 @@
# Created by https://www.gitignore.io/api/monodevelop # Created by https://www.gitignore.io/api/csharp,visualstudiocode
# Edit at https://www.gitignore.io/?templates=csharp,visualstudiocode
### MonoDevelop ###
#User Specific
*.userprefs
*.usertasks
#Mono Project Files
*.pidb
*.resources
test-results/
# End of https://www.gitignore.io/api/monodevelop
### Csharp ###
## Ignore Visual Studio temporary files, build results, and ## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons. ## files generated by popular Visual Studio add-ons.
## ##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files # User-specific files
*.rsuser
*.suo *.suo
*.user *.user
*.userosscache *.userosscache
@ -26,6 +17,9 @@ test-results/
# User-specific files (MonoDevelop/Xamarin Studio) # User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs *.userprefs
# Mono auto generated files
mono_crash.*
# Build results # Build results
[Dd]ebug/ [Dd]ebug/
[Dd]ebugPublic/ [Dd]ebugPublic/
@ -33,6 +27,8 @@ test-results/
[Rr]eleases/ [Rr]eleases/
x64/ x64/
x86/ x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/ bld/
[Bb]in/ [Bb]in/
[Oo]bj/ [Oo]bj/
@ -90,6 +86,7 @@ StyleCopReport.xml
*.tlh *.tlh
*.tmp *.tmp
*.tmp_proj *.tmp_proj
*_wpftmp.csproj
*.log *.log
*.vspscc *.vspscc
*.vssscc *.vssscc
@ -216,12 +213,14 @@ BundleArtifacts/
Package.StoreAssociation.xml Package.StoreAssociation.xml
_pkginfo.txt _pkginfo.txt
*.appx *.appx
*.appxbundle
*.appxupload
# Visual Studio cache files # Visual Studio cache files
# files ending in .cache can be ignored # files ending in .cache can be ignored
*.[Cc]ache *.[Cc]ache
# but keep track of directories ending in .cache # but keep track of directories ending in .cache
!*.[Cc]ache/ !?*.[Cc]ache/
# Others # Others
ClientBin/ ClientBin/
@ -265,6 +264,7 @@ ServiceFabricBackup/
*.bim.layout *.bim.layout
*.bim_*.settings *.bim_*.settings
*.rptproj.rsuser *.rptproj.rsuser
*- Backup*.rdl
# Microsoft Fakes # Microsoft Fakes
FakesAssemblies/ FakesAssemblies/
@ -300,12 +300,8 @@ paket-files/
# FAKE - F# Make # FAKE - F# Make
.fake/ .fake/
# JetBrains Rider # CodeRush personal settings
.idea/ .cr/personal
*.sln.iml
# CodeRush
.cr/
# Python Tools for Visual Studio (PTVS) # Python Tools for Visual Studio (PTVS)
__pycache__/ __pycache__/
@ -343,4 +339,23 @@ ASALocalRun/
.mfractor/ .mfractor/
# Local History for Visual Studio # Local History for Visual Studio
.localhistory/ .localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
### VisualStudioCode ###
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
### VisualStudioCode Patch ###
# Ignore all local history of files
.history
# End of https://www.gitignore.io/api/csharp,visualstudiocode

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@ -0,0 +1,8 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>RecrownedAthenaeum.Pipeline</name>
</assembly>
<members>
</members>
</doc>

Binary file not shown.

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@ -4,51 +4,215 @@
<name>RecrownedAthenaeum</name> <name>RecrownedAthenaeum</name>
</assembly> </assembly>
<members> <members>
<member name="T:RecrownedAthenaeum.Render.SpriteBatchSettings"> <member name="T:RecrownedAthenaeum.Render.BasicCamera">
<summary> <summary>
The settings the sprite batch should use. A generic camera. Functions in 3D.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.spriteSortMode"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.worldScale">
<summary> <summary>
Defines sprites sort mode. The scale for the world.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.blendState"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.position">
<summary> <summary>
The blend state to use. Current position in the world.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.samplerState"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.lookAt">
<summary> <summary>
Sampler state to use. The place the 3D camera is looking at.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.depthStencilState"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.upDirection">
<summary> <summary>
The depth stencil state to use. The direction up is for the camera.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.rasterizerState"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.worldMatrix">
<summary> <summary>
The rasterizer state to use. The transform matrix representing the world (rotation and translations of the original world).
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.effect"> <member name="P:RecrownedAthenaeum.Render.BasicCamera.ViewMatrix">
<summary> <summary>
The effect to use. The view matrix that describes where the camera looks.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.Render.SpriteBatchSettings.transformMatrix"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.projectionMatrix">
<summary> <summary>
The transformation matrix to use. The projection matrix.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.SpriteBatchSettings.BeginSpriteBatch(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="F:RecrownedAthenaeum.Render.BasicCamera.basicEffect">
<summary> <summary>
Begins the given sprite batch with the current set of settings. A basic effect that will be updated with the correct matrice information everytime <see cref="M:RecrownedAthenaeum.Render.BasicCamera.Apply"/> is called. Can be null and thus will not be used.
</summary> </summary>
<param name="spriteBatch">Begins the spritebatch with the given settings.</param> </member>
<member name="M:RecrownedAthenaeum.Render.BasicCamera.#ctor(Microsoft.Xna.Framework.Graphics.BasicEffect)">
<summary>
Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
</summary>
<param name="basicEffect">A basic effect that will be updated with the correct matrice information everytime <see cref="M:RecrownedAthenaeum.Render.BasicCamera.Apply"/> is called. Can be null and thus will not be used.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.BasicCamera.Apply">
<summary>
Applies the changes to the fields and properties of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.BasicCamera.MoveCamera(Microsoft.Xna.Framework.Vector3)">
<summary>
Moves camera by the given amount.
</summary>
<param name="move">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains how much in each direction to move.</param>
</member>
<member name="T:RecrownedAthenaeum.Render.BasicScissor">
<summary>
A simple utility object that will start and end a scissor setup given a <see cref="T:RecrownedAthenaeum.Render.ConsistentSpriteBatch"/> to work with.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.BasicScissor.#ctor">
<summary>
Initializes the basic scissor.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.BasicScissor.Begin(Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary>
Begins the <see cref="T:RecrownedAthenaeum.Render.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>
</member>
<member name="M:RecrownedAthenaeum.Render.BasicScissor.End">
<summary>
Ends the scissor state of the spritebatch.
</summary>
</member>
<member name="T:RecrownedAthenaeum.Render.ConsistentSpriteBatch">
<summary>
A <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.
Casting this as a <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/> will not persist the configuration and will call the normal <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/>.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.blendState">
<summary>
How to blend the colors. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.samplerState">
<summary>
The state of sampler to use for the spritebatch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.depthStencilState">
<summary>
The state of the depth-stencil buffer. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s defaultdefault if not set before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.rasterizerState">
<summary>
The state of rasterizer to use. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.effect">
<summary>
An effect to apply to the batch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.ConsistentSpriteBatch.transformMatrix">
<summary>
A matrix to be applied to transform the sprites geometry. An identity matrix is used if not provided before or during <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
Changes will only take effect on <see cref="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> call.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Creates a consistent sprite batch with default values.
</summary>
<param name="graphicsDevice">The graphics device to use to create a <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})">
<summary>
Begins the consistent sprite batch. The configuration passed to this function is saved for later begin calls.
</summary>
<param name="sortMode">Defines the spritebatch's method of sorting the items in each batch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default.</param>
<param name="blendState">How to blend the colors. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="samplerState">The state of sampler to use for the spritebatch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="depthStencilState">What type of rasterization to use. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="rasterizerState">What type of rasterization to use. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="effect">An effect to apply to the batch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="transformMatrix">A matrix to be applied to transform the sprites geometry. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.ConsistentSpriteBatch.BeginWithoutSaving(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})">
<summary>
Begins the consistent sprite batch without saving the configuration. Useful for one time changes to one portion of the configuration.
</summary>
<param name="sortMode">Defines the spritebatch's method of sorting the items in each batch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default.</param>
<param name="blendState">How to blend the colors. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="samplerState">The state of sampler to use for the spritebatch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="depthStencilState">What type of rasterization to use. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="rasterizerState">What type of rasterization to use. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="effect">An effect to apply to the batch. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
<param name="transformMatrix">A matrix to be applied to transform the sprites geometry. Uses <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>'s default if not set and field is also not set.</param>
</member>
<member name="T:RecrownedAthenaeum.Render.Camera2D">
<summary>
A virtual 2D camera that wraps the normal <see cref="T:RecrownedAthenaeum.Render.BasicCamera"/>. Default projection is orthographic.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.Camera2D.viewWidth">
<summary>
The width of the view of the camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Render.Camera2D.viewHeight">
<summary>
The height of the view of the camera.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Render.Camera2D.Position">
<summary>
The 2D position.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Render.Camera2D.ConrnerPosition">
<summary>
Places camera in the center given the corner position.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.Camera2D.#ctor(System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.BasicEffect)">
<summary>
A 2D camera from the generic <see cref="T:RecrownedAthenaeum.Render.BasicCamera"/>.
</summary>
<param name="height">Width of camera view.</param>
<param name="width">Height of camera view.</param>
<param name="basicEffect">A basic effect that will be updated with the correct matrice information everytime <see cref="M:RecrownedAthenaeum.Render.Camera2D.Apply"/> is called. Can be null and thus will not be used.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.Camera2D.Apply">
<summary>
Applies for 2D.
Sets where the camera is looking for the view matrix to the position of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Render.Camera2D.LinearInterpolationToPosition(System.Single,Microsoft.Xna.Framework.Vector2,System.Single)">
<summary>
Lerps to the given position.
</summary>
<param name="alpha">The multiplier for difference in distance.</param>
<param name="targetPosition">The target position to lerp to.</param>
<param name="delta">Time between this frame and the previous frame.</param>
</member>
<member name="M:RecrownedAthenaeum.Render.Camera2D.MoveCamera(Microsoft.Xna.Framework.Vector2)">
<summary>
Moves the camera.
Apply needs to be called.
</summary>
<param name="move">Magnitude of how much to move per axis.</param>
</member> </member>
<member name="T:RecrownedAthenaeum.Render.RectangleRenderer"> <member name="T:RecrownedAthenaeum.Render.RectangleRenderer">
<summary> <summary>
@ -60,12 +224,11 @@
The <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/> used. Needs to be disposed. The <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/> used. Needs to be disposed.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Graphics.GraphicsDevice)"> <member name="M:RecrownedAthenaeum.Render.RectangleRenderer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary> <summary>
Creates a rectangle renderer with the given <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>. Creates a rectangle renderer with the given <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>.
</summary> </summary>
<param name="camera">Camera to use for <see cref="T:RecrownedAthenaeum.Render.PrimitiveBatch"/>. Default will use <see cref="T:RecrownedAthenaeum.Configuration"/>.</param> <param name="graphicsDevice">Graphics device to use.</param>
<param name="graphicsDevice">Graphics device to use. Default will use <see cref="T:RecrownedAthenaeum.Configuration"/>.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Dispose"> <member name="M:RecrownedAthenaeum.Render.RectangleRenderer.Dispose">
<summary> <summary>
@ -117,19 +280,19 @@
Amount of primitives. Amount of primitives.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32)"> <member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32)">
<summary> <summary>
Creates a batch used to draw primitives. Creates a batch used to draw primitives.
</summary> </summary>
<param name="camera">The current camera being used. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param> <param name="graphicsDevice">The graphics device used to draw the primitives.</param>
<param name="graphicsDevice">The graphics device used to draw the primitives. Will be using <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device from graphics device manager if null. Default is null.</param>
<param name="verticesPerBatch">The amount of vertices every batch can hold before flushing. Default is 450. Should be changed to be the most optimal number if possible to prevent unnecessary resizing. Especially if using strip primitive types.</param> <param name="verticesPerBatch">The amount of vertices every batch can hold before flushing. Default is 450. Should be changed to be the most optimal number if possible to prevent unnecessary resizing. Especially if using strip primitive types.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Begin(Microsoft.Xna.Framework.Graphics.PrimitiveType)"> <member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.Begin(Microsoft.Xna.Framework.Graphics.PrimitiveType,Microsoft.Xna.Framework.Graphics.Effect)">
<summary> <summary>
Starts the batch. Batch cannot be started twice. Starts the batch. Batch cannot be started twice.
</summary> </summary>
<param name="primitiveType">The type of primitive this batch would be drawing.</param> <param name="primitiveType">The type of primitive this batch would be drawing.</param>
<param name="effect">Effect to use to render the primitives. Default will use a <see cref="T:Microsoft.Xna.Framework.Graphics.BasicEffect"/> with parameters set up during creation.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.End"> <member name="M:RecrownedAthenaeum.Render.PrimitiveBatch.End">
<summary> <summary>
@ -165,115 +328,6 @@
Destructor. Destructor.
</summary> </summary>
</member> </member>
<member name="T:RecrownedAthenaeum.Camera.Camera3D">
<summary>
A generic 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.position">
<summary>
Current position in the world.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.lookAt">
<summary>
The place the 3D camera is looking at.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.upDirection">
<summary>
The direction up is for the 3D camera.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.worldMatrix">
<summary>
The transform matrix representing the world (rotation and translations of the original world).
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera3D.ViewMatrix">
<summary>
The view matrix that describes where the camera looks.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.projectionMatrix">
<summary>
The projection matrix.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera3D.graphicsDevice">
<summary>
The graphics device used
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera3D.BasicEffect">
<summary>
The basic effect that contains the transformations.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
</summary>
<param name="graphicsDevice">The graphics device to use. Will use graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager if this is null which it is by default.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.Apply">
<summary>
Applies the changes to the fields and properties of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera3D.MoveCamera(Microsoft.Xna.Framework.Vector3)">
<summary>
Moves camera by the given amount.
</summary>
<param name="move">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains how much in each direction to move.</param>
</member>
<member name="T:RecrownedAthenaeum.Camera.Camera2D">
<summary>
A virtual 2D camera that wraps the normal <see cref="T:RecrownedAthenaeum.Camera.Camera3D"/>. Default projection is orthographic.
</summary>
</member>
<member name="F:RecrownedAthenaeum.Camera.Camera2D.zoom">
<summary>
The zoom of the camera.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.Position">
<summary>
The 2D position.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Camera.Camera2D.CenterPosition">
<summary>
Places camera in the center given the corner position.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary>
A 2D camera from the generic <see cref="T:RecrownedAthenaeum.Camera.Camera3D"/>.
</summary>
<param name="graphicsDevice">The graphics device to use if not using the one in <see cref="T:RecrownedAthenaeum.Configuration"/>.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.Apply">
<summary>
Applies for 2D.
Sets where the camera is looking for the view matrix to the position of the camera.
</summary>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.LinearInterpolationToPosition(System.Single,Microsoft.Xna.Framework.Vector2,System.Single)">
<summary>
Lerps to the given position.
</summary>
<param name="alpha">The multiplier for difference in distance.</param>
<param name="targetPosition">The target position to lerp to.</param>
<param name="delta">Time between this frame and the previous frame.</param>
</member>
<member name="M:RecrownedAthenaeum.Camera.Camera2D.MoveCamera(Microsoft.Xna.Framework.Vector2)">
<summary>
Moves the camera.
Apply needs to be called.
</summary>
<param name="move">Magnitude of how much to move per axis.</param>
</member>
<member name="T:RecrownedAthenaeum.ContentSystem.ContentManagerController"> <member name="T:RecrownedAthenaeum.ContentSystem.ContentManagerController">
<summary> <summary>
Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading. Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading.
@ -367,32 +421,12 @@
<param name="contentPath">The path to modify.</param> <param name="contentPath">The path to modify.</param>
<returns></returns> <returns></returns>
</member> </member>
<member name="T:RecrownedAthenaeum.Configuration">
<summary>
All variables here should be for RecrownedAthenaeum to use when needed and thus eliminates unessecary passing.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.GraphicsDeviceManager">
<summary>
The graphics device that will be used by default.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.Camera2D">
<summary>
2D camera to be used by default.
</summary>
</member>
<member name="P:RecrownedAthenaeum.Configuration.spriteBatchSettings">
<summary>
The begin sprite batch to use for custom begins and consistency.
</summary>
</member>
<member name="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable"> <member name="T:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable">
<summary> <summary>
A wrapper that makes sure anything implementing can be drawn with options. A wrapper that makes sure anything implementing can be drawn with options.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.SpecialTypes.ISpecialDrawable.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Should draw whatever implements this. Should draw whatever implements this.
</summary> </summary>
@ -423,19 +457,16 @@
<param name="top">Top side.</param> <param name="top">Top side.</param>
<param name="textureBounds">The dimensions and potentially the coordinates of the rectangle on an atlas. If left to default of null, will only be set to texture bounds.</param> <param name="textureBounds">The dimensions and potentially the coordinates of the rectangle on an atlas. If left to default of null, will only be set to texture bounds.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Rectangle,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})"> <member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Rectangle)">
<summary> <summary>
Draws the ninepatch. Draws the ninepatch.
</summary> </summary>
<param name="spriteBatch">Batch to use.</param> <param name="spriteBatch">Batch to use.</param>
<param name="destination">Where to the patch.</param>
<param name="color">The color of the patch.</param> <param name="color">The color of the patch.</param>
<param name="spriteBatchSettings">The sprite batch settings to use to begin the batch in after drawing the ninepatch.</param> <param name="destination">Where to the patch.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.SpecialTypes.NinePatch.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draw with more options.
Uses the default <see cref="T:RecrownedAthenaeum.Configuration"/> for the spritebatch settings.
</summary> </summary>
<param name="spriteBatch">Spritebatch to use.</param> <param name="spriteBatch">Spritebatch to use.</param>
<param name="destination">The destination to draw the patch.</param> <param name="destination">The destination to draw the patch.</param>
@ -510,7 +541,7 @@
<param name="texture">The texture representing the overall atlas.</param> <param name="texture">The texture representing the overall atlas.</param>
<param name="dictionaryOfRegions"></param> <param name="dictionaryOfRegions"></param>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Draw(System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Draw(System.String,RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draw the region given by a string in the atlas onto a destination rectangle. Draw the region given by a string in the atlas onto a destination rectangle.
</summary> </summary>
@ -526,7 +557,7 @@
Creates or obtains a previously created texture of a region. Creates or obtains a previously created texture of a region.
</summary> </summary>
<param name="name">Name of region.</param> <param name="name">Name of region.</param>
<param name="graphicsDevice">graphics device to be used. Default is null and will resort to using graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager.</param> <param name="graphicsDevice">graphics device to be used to generate the texture.</param>
<returns>The texture from the region.</returns> <returns>The texture from the region.</returns>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.ContainsRegion(System.String)"> <member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.ContainsRegion(System.String)">
@ -581,7 +612,7 @@
<param name="ninePatch">A <see cref="T:RecrownedAthenaeum.SpecialTypes.NinePatch"/> definition for the region.</param> <param name="ninePatch">A <see cref="T:RecrownedAthenaeum.SpecialTypes.NinePatch"/> definition for the region.</param>
<param name="atlasTexture">The texture that holds the image data for the atlas.</param> <param name="atlasTexture">The texture that holds the image data for the atlas.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draws the region. If ninepatch, rotation and origin are ignored. Draws the region. If ninepatch, rotation and origin are ignored.
</summary> </summary>
@ -595,16 +626,9 @@
<summary> <summary>
Create or obtains a previously created texture of this region. Create or obtains a previously created texture of this region.
</summary> </summary>
<param name="graphicsDevice">The graphics device to use to create the texture. Will use graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>'s graphics device manager if left to null.</param> <param name="graphicsDevice">The graphics device to use to create the texture.</param>
<returns>The texture of the region.</returns> <returns>The texture of the region.</returns>
</member> </member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.CompareTo(RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region)">
<summary>
Compares this region to another in terms of name.
</summary>
<param name="other">The other region to compare to in terms of name.</param>
<returns>Less than one if precedes, greater than one if after, 0 if same.</returns>
</member>
<member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Dispose"> <member name="M:RecrownedAthenaeum.SpecialTypes.TextureAtlas.Region.Dispose">
<summary> <summary>
Call this to dispose. Call this to dispose.
@ -947,7 +971,7 @@
<param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="N:RecrownedAthenaeum.ContentSystem"/>.</param> <param name="waiting">Whether or not this transition is waiting on something. Usually the <see cref="N:RecrownedAthenaeum.ContentSystem"/>.</param>
<returns>If this returns true, then it is considered that this transition is complete.</returns> <returns>If this returns true, then it is considered that this transition is complete.</returns>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.DrawTransition(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.ScreenSystem.ITransition.DrawTransition(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Called once every frame while transition is active. Meant to draw transition. Called once every frame while transition is active. Meant to draw transition.
</summary> </summary>
@ -985,7 +1009,7 @@
</summary> </summary>
<param name="dimensions">The window dimensions.</param> <param name="dimensions">The window dimensions.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.DrawTransition(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.ScreenSystem.LoadingScreen.DrawTransition(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Draws the transition. Draws the transition.
</summary> </summary>
@ -1039,7 +1063,7 @@
</member> </member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.UseRenderTargetForExitTransition"> <member name="P:RecrownedAthenaeum.ScreenSystem.Screen.UseRenderTargetForExitTransition">
<summary> <summary>
Whether or not to continue rendering this screen onto a buffer for the benifit of the next screen to use as a transition. Whether or not to continue rendering this screen onto a buffer for the benefit of the next screen to use as a transition.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.ScreenSystem.Screen.BackgroundColor"> <member name="F:RecrownedAthenaeum.ScreenSystem.Screen.BackgroundColor">
@ -1052,19 +1076,14 @@
The next screen to be displayed after exit transition finishes. May be null, leading to transition to previous screen or loading screen. The next screen to be displayed after exit transition finishes. May be null, leading to transition to previous screen or loading screen.
</summary> </summary>
</member> </member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.ScreenSize"> <member name="F:RecrownedAthenaeum.ScreenSystem.Screen.width">
<summary> <summary>
The current window size. The current window dimensions.
</summary> </summary>
</member> </member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.Initiated"> <member name="F:RecrownedAthenaeum.ScreenSystem.Screen.height">
<summary> <summary>
Whether or not screen have been initiated. The current window dimensions.
</summary>
</member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.Camera">
<summary>
The 2D camera to be used for the screen.
</summary> </summary>
</member> </member>
<member name="P:RecrownedAthenaeum.ScreenSystem.Screen.State"> <member name="P:RecrownedAthenaeum.ScreenSystem.Screen.State">
@ -1078,10 +1097,12 @@
</summary> </summary>
<param name="useEnterTransition">True to start in entering transition state.</param> <param name="useEnterTransition">True to start in entering transition state.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Initiate(Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.Camera.Camera2D)"> <member name="M:RecrownedAthenaeum.ScreenSystem.Screen.ApplySize(System.Int32,System.Int32)">
<summary> <summary>
Called only once after initialization to give required parameters. Called when screen size is set.
</summary> </summary>
<param name="width">The width of the screen.</param>
<param name="height">The height of the screen.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Update(Microsoft.Xna.Framework.GameTime)"> <member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Update(Microsoft.Xna.Framework.GameTime)">
<summary> <summary>
@ -1089,7 +1110,7 @@
</summary> </summary>
<param name="gameTime">Game time information.</param> <param name="gameTime">Game time information.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.ScreenSystem.Screen.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Called to draw this screen. Called to draw this screen.
</summary> </summary>
@ -1131,7 +1152,7 @@
</summary> </summary>
<param name="previousScreenFrame">The previous screen's render buffer.</param> <param name="previousScreenFrame">The previous screen's render buffer.</param>
</member> </member>
<member name="T:RecrownedAthenaeum.ScreenSystem.ShowFirstScreen"> <member name="T:RecrownedAthenaeum.ScreenSystem.NeedNextScreen">
<summary> <summary>
Called when the first screen is being shown. Called when the first screen is being shown.
</summary> </summary>
@ -1142,12 +1163,12 @@
A manager for screens. Helps with transitions and updating screens as well as resizes. A manager for screens. Helps with transitions and updating screens as well as resizes.
</summary> </summary>
</member> </member>
<member name="E:RecrownedAthenaeum.ScreenSystem.ScreenManager.ShowFirstScreenEvent"> <member name="E:RecrownedAthenaeum.ScreenSystem.ScreenManager.NeedNextScreen">
<summary> <summary>
Called when the first loading screen is done, and needs to show the landing screen. Called when the first loading screen is done, and needs to show the landing screen.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.ScreenSystem.ScreenManager.batchSettings"> <member name="F:RecrownedAthenaeum.ScreenSystem.ScreenManager.graphics">
<summary> <summary>
The settings this manager will use to begin a sprite batch. The settings this manager will use to begin a sprite batch.
</summary> </summary>
@ -1157,13 +1178,11 @@
Currently displayed screen. Currently displayed screen.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.#ctor(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.GraphicsDeviceManager,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})"> <member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.#ctor(Microsoft.Xna.Framework.GraphicsDeviceManager)">
<summary> <summary>
Creates a screen manager that helps manage multiple screens and their transitions. Creates a screen manager that helps update, draw, and manage multiple screens and their transitions. Uses its own <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>.
</summary> </summary>
<param name="camera">The camera to be used to perform the correct translations and transformations. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param> <param name="graphicsDeviceManager">The graphics device manager to be used.</param>
<param name="graphicsDeviceManager">The graphics device manager to be used. Will use default set in <see cref="T:RecrownedAthenaeum.Configuration"/> if left null.</param>
<param name="spriteBatchSettings">The settings to begin spritebatch with. Will use the built-in one in screen manager if not provided.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.UpdateCurrentScreen(Microsoft.Xna.Framework.GameTime,System.Boolean)"> <member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.UpdateCurrentScreen(Microsoft.Xna.Framework.GameTime,System.Boolean)">
<summary> <summary>
@ -1172,11 +1191,12 @@
<param name="gameTime">Contains the time that has passed from the last frame.</param> <param name="gameTime">Contains the time that has passed from the last frame.</param>
<param name="waiting">Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading.</param> <param name="waiting">Whether or not there is something a transition should be waiting for. Usually used to wait for assets to complete loading.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.DrawCurrentScreen(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.DrawScreen(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Renders screen into window. Renders screen into window.
Starts and ends the given <paramref name="consistentSpriteBatch"/>.
</summary> </summary>
<param name="spriteBatch">Uses this batch to render.</param> <param name="consistentSpriteBatch">The consistent sprite batch to use. Needs to be consistent as changing render targets requires ending and beginning the sprite batch.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Resize(RecrownedAthenaeum.ScreenSystem.LoadingScreen)"> <member name="M:RecrownedAthenaeum.ScreenSystem.ScreenManager.Resize(RecrownedAthenaeum.ScreenSystem.LoadingScreen)">
<summary> <summary>
@ -1211,23 +1231,36 @@
Contains the pages. Contains the pages.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.#ctor(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin)"> <member name="F:RecrownedAthenaeum.UI.BookSystem.Book.camera">
<summary>
The camera to use to change between pages.
</summary>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.#ctor(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin,RecrownedAthenaeum.Render.Camera2D)">
<summary> <summary>
Creates a book. Creates a book.
</summary> </summary>
<param name="assets"><see cref="T:RecrownedAthenaeum.ContentSystem.ContentManagerController"/> that holds the assets that are to be used in the pages for this book during initialization.</param> <param name="assets"><see cref="T:RecrownedAthenaeum.ContentSystem.ContentManagerController"/> that holds the assets that are to be used in the pages for this book during initialization.</param>
<param name="skin">The skin that will be passed to pages during their initialization.</param> <param name="skin">The skin that will be passed to pages during their initialization.</param>
<param name="camera">Camera to move to change pages.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Initiate(RecrownedAthenaeum.Camera.Camera2D,Microsoft.Xna.Framework.Rectangle)"> <member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Initiate(RecrownedAthenaeum.Render.Camera2D,Microsoft.Xna.Framework.Rectangle)">
<summary> <summary>
Should be called whenever a valid camera and dimensions for the book exist. Should be called whenever a valid camera and dimensions for the book exist.
Initializes book with given parameters. Initializes book with given parameters.
Generally used with a <see cref="T:RecrownedAthenaeum.ScreenSystem.Screen"/> and called in the <see cref="M:RecrownedAthenaeum.ScreenSystem.Screen.Initiate(Microsoft.Xna.Framework.Rectangle,RecrownedAthenaeum.Camera.Camera2D)"/> function. Generally used with a <see cref="T:RecrownedAthenaeum.ScreenSystem.Screen"/> and called in the <see cref="M:RecrownedAthenaeum.ScreenSystem.Screen.ApplySize(System.Int32,System.Int32)"/> function.
</summary> </summary>
<param name="camera">Camera game is currently using.</param> <param name="camera">Camera to move to change pages.</param>
<param name="dimensions">Dimensions of the book and the dimensions the pages will use.</param> <param name="dimensions">Dimensions of the book and the dimensions the pages will use.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.BookSystem.Book.ApplySize(System.Int32,System.Int32)">
<summary>
Applies the size if the book's pages.
</summary>
<param name="width">The width of one page.</param>
<param name="height">The height of one page.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Book.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Draws the pages. Draws the pages.
</summary> </summary>
@ -1312,12 +1345,13 @@
<param name="width">New width.</param> <param name="width">New width.</param>
<param name="height">New Height</param> <param name="height">New Height</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.BookSystem.Page.Initialize(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin)"> <member name="M:RecrownedAthenaeum.UI.BookSystem.Page.Initialize(RecrownedAthenaeum.ContentSystem.ContentManagerController,RecrownedAthenaeum.UI.SkinSystem.ISkin,RecrownedAthenaeum.Render.BasicScissor)">
<summary> <summary>
Called only once after a page is added to a <see cref="T:RecrownedAthenaeum.UI.BookSystem.Book"/>. Generally used to instantiate the modules of the page. Called only once after a page is added to a <see cref="T:RecrownedAthenaeum.UI.BookSystem.Book"/>. Generally used to instantiate the modules of the page.
</summary> </summary>
<param name="assets">The assets to be used during initialization passed by the book this page belongs to.</param> <param name="assets">The assets to be used during initialization passed by the book this page belongs to.</param>
<param name="skin">The skin the book containing this page is given that can be used by this page.</param> <param name="skin">The skin the book containing this page is given that can be used by this page.</param>
<param name="basicScissor">The scissor box to use for cropping.</param>
</member> </member>
<member name="T:RecrownedAthenaeum.UI.Modular.Modules.Image"> <member name="T:RecrownedAthenaeum.UI.Modular.Modules.Image">
<summary> <summary>
@ -1355,13 +1389,13 @@
</summary> </summary>
<param name="texture">Texture to use.</param> <param name="texture">Texture to use.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Draws the image with default values. Draws the image with default values.
</summary> </summary>
<param name="batch">The batch to use.</param> <param name="batch">The batch to use.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.UI.Modular.Modules.Image.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draws the image with more options. Draws the image with more options.
</summary> </summary>
@ -1420,7 +1454,7 @@
<param name="skin">The skin the definition is defined in.</param> <param name="skin">The skin the definition is defined in.</param>
<param name="skinDefinition">The definition itself.</param> <param name="skinDefinition">The definition itself.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.Button.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Draws the button. Draws the button.
</summary> </summary>
@ -1490,7 +1524,7 @@
</summary> </summary>
<param name="gameTime">Snapshot of information about time for game.</param> <param name="gameTime">Snapshot of information about time for game.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.Modular.Modules.Interactive.TextButton.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Called whenever game wants to render this button. Called whenever game wants to render this button.
</summary> </summary>
@ -1544,7 +1578,7 @@
</summary> </summary>
<param name="gameTime">The game time.</param> <param name="gameTime">The game time.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.Modular.Modules.Text.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Draws the text. Draws the text.
</summary> </summary>
@ -1617,7 +1651,7 @@
</summary> </summary>
<param name="gameTime">Game time information.</param> <param name="gameTime">Game time information.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModule.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)"> <member name="M:RecrownedAthenaeum.UI.Modular.UIModule.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Called every frame to draw this module. Anything that needs to be drawn should go here. Called every frame to draw this module. Anything that needs to be drawn should go here.
</summary> </summary>
@ -1671,24 +1705,16 @@
Contains a group of modules and has its own relative coordinate system. Contains a group of modules and has its own relative coordinate system.
</summary> </summary>
</member> </member>
<member name="F:RecrownedAthenaeum.UI.Modular.UIModuleGroup.camera"> <member name="F:RecrownedAthenaeum.UI.Modular.UIModuleGroup.basicScissor">
<summary> <summary>
Camera used by the module for cropping. Set this to crop anything that flows out of the boundaries of this group. Will not crop if this is null.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.#ctor(System.Boolean,RecrownedAthenaeum.Camera.Camera2D,System.Nullable{RecrownedAthenaeum.Render.SpriteBatchSettings})"> <member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Draw(RecrownedAthenaeum.Render.ConsistentSpriteBatch)">
<summary> <summary>
Creates a module group. Draws this group of modules. If scissoring, will use the matrix and effect designated in the <see cref="T:RecrownedAthenaeum.Render.BasicScissor"/> to begin the batch normally again.
</summary> </summary>
<param name="crop">Whether or not to crop out of bounds. Default is false.</param> <param name="spriteBatch">Batch used to draw the group.</param>
<param name="camera">What camera to use for cropping. Default is null and will use <see cref="T:RecrownedAthenaeum.Configuration"/>'s camera if crop is enabled.</param>
<param name="spriteBatchSettings">The settings to be used that begins the batch.</param>
</member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch)">
<summary>
Draws this group of modules.
</summary>
<param name="batch">Batch used to draw the group.</param>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Update(Microsoft.Xna.Framework.GameTime)"> <member name="M:RecrownedAthenaeum.UI.Modular.UIModuleGroup.Update(Microsoft.Xna.Framework.GameTime)">
<summary> <summary>
@ -1796,7 +1822,7 @@
The texture for the cursor. The texture for the cursor.
</summary> </summary>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.Draw(System.String,System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.UI.SkinSystem.ISkin.Draw(System.String,System.String,RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draws a region from the texture atlas. Draws a region from the texture atlas.
</summary> </summary>
@ -1868,7 +1894,7 @@
<param name="name">Name of defined color. Will use "default" if null. Default value is null.</param> <param name="name">Name of defined color. Will use "default" if null. Default value is null.</param>
<returns>The defined color based on the name given.</returns> <returns>The defined color based on the name given.</returns>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Draw(System.String,System.String,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)"> <member name="M:RecrownedAthenaeum.UI.SkinSystem.Skin.Draw(System.String,System.String,RecrownedAthenaeum.Render.ConsistentSpriteBatch,Microsoft.Xna.Framework.Rectangle,System.Single,Microsoft.Xna.Framework.Vector2)">
<summary> <summary>
Draws a region from the texture atlas. Draws a region from the texture atlas.
</summary> </summary>
@ -1976,7 +2002,7 @@
</member> </member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin"> <member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin">
<summary> <summary>
The user loaded skin. Set by the skin loaded by calling <see cref="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(RecrownedAthenaeum.Data.SkinData,System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)"/>. The user loaded skin resulted from asynchronous <see cref="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)"/>.
</summary> </summary>
</member> </member>
<member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.BaseSkin"> <member name="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.BaseSkin">
@ -2001,13 +2027,12 @@
<param name="path">the path to load from.</param> <param name="path">the path to load from.</param>
<returns>A <see cref="T:RecrownedAthenaeum.Data.SkinData"/> that holds all the information and some metadata for the loaded skin.</returns> <returns>A <see cref="T:RecrownedAthenaeum.Data.SkinData"/> that holds all the information and some metadata for the loaded skin.</returns>
</member> </member>
<member name="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(RecrownedAthenaeum.Data.SkinData,System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)"> <member name="M:RecrownedAthenaeum.UI.SkinSystem.SkinManager.LoadSkin(System.String,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
<summary> <summary>
loads a skin asynchronously to the <see cref="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin"/>. loads a skin asynchronously to the <see cref="P:RecrownedAthenaeum.UI.SkinSystem.SkinManager.loadedSkin"/>.
</summary> </summary>
<param name="graphicsDevice">Graphics device to use for texture creation. Uses graphics device from <see cref="T:RecrownedAthenaeum.Configuration"/>by default.</param>
<param name="skinData">The data to generate from.</param>
<param name="path">The path pointing to the file with the extension "<see cref="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.EXTENSION"/>".</param> <param name="path">The path pointing to the file with the extension "<see cref="F:RecrownedAthenaeum.UI.SkinSystem.SkinManager.EXTENSION"/>".</param>
<param name="graphicsDevice">Graphics device to use for texture creation.</param>
</member> </member>
<member name="F:RecrownedAthenaeum.UI.SkinSystem.MergedSkin.mainSkin"> <member name="F:RecrownedAthenaeum.UI.SkinSystem.MergedSkin.mainSkin">
<summary> <summary>

View File

@ -0,0 +1,7 @@
{
"folders": [
{
"path": "RhythmBullet"
}
]
}

View File

@ -1,25 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28010.2019
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RhythmBullet", "RhythmBullet\RhythmBullet.csproj", "{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {C7334E35-D9AE-4FF0-A8AE-DC3A1ED7CB86}
EndGlobalSection
EndGlobal

27
RhythmBullet/.vscode/launch.json vendored Normal file
View File

@ -0,0 +1,27 @@
{
// Use IntelliSense to find out which attributes exist for C# debugging
// Use hover for the description of the existing attributes
// For further information visit https://github.com/OmniSharp/omnisharp-vscode/blob/master/debugger-launchjson.md
"version": "0.2.0",
"configurations": [
{
"name": ".NET Core Launch (console)",
"type": "coreclr",
"request": "launch",
"preLaunchTask": "build",
// If you have changed target frameworks, make sure to update the program path.
"program": "${workspaceFolder}/bin/Debug/netcoreapp2.0/RhythmBullet.dll",
"args": [],
"cwd": "${workspaceFolder}",
// For more information about the 'console' field, see https://github.com/OmniSharp/omnisharp-vscode/blob/master/debugger-launchjson.md#console-terminal-window
"console": "internalConsole",
"stopAtEntry": false
},
{
"name": ".NET Core Attach",
"type": "coreclr",
"request": "attach",
"processId": "${command:pickProcess}"
}
]
}

36
RhythmBullet/.vscode/tasks.json vendored Normal file
View File

@ -0,0 +1,36 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "build",
"command": "dotnet",
"type": "process",
"args": [
"build",
"${workspaceFolder}/RhythmBullet.csproj"
],
"problemMatcher": "$tsc"
},
{
"label": "publish",
"command": "dotnet",
"type": "process",
"args": [
"publish",
"${workspaceFolder}/RhythmBullet.csproj"
],
"problemMatcher": "$tsc"
},
{
"label": "watch",
"command": "dotnet",
"type": "process",
"args": [
"watch",
"run",
"${workspaceFolder}/RhythmBullet.csproj"
],
"problemMatcher": "$tsc"
}
]
}

View File

@ -1,6 +1,5 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.Render; using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.UI.Modular; using RecrownedAthenaeum.UI.Modular;
using System; using System;
@ -28,7 +27,7 @@ namespace RhythmBullet.Audio.Visualizer
binsPerBar = tsp.GetCurrentSpectrum().Length / BAR_COUNT; binsPerBar = tsp.GetCurrentSpectrum().Length / BAR_COUNT;
barValue = new int[BAR_COUNT]; barValue = new int[BAR_COUNT];
rectangleRenderer = new RectangleRenderer(); rectangleRenderer = new RectangleRenderer(graphicsDevice);
} }
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
@ -39,7 +38,7 @@ namespace RhythmBullet.Audio.Visualizer
base.Update(gameTime); base.Update(gameTime);
} }
public override void Draw(SpriteBatch batch) public override void Draw(ConsistentSpriteBatch batch)
{ {
if (disposed) throw new ObjectDisposedException(GetType().Name); if (disposed) throw new ObjectDisposedException(GetType().Name);
rectangleRenderer.Begin(true); rectangleRenderer.Begin(true);

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@ -0,0 +1,79 @@
{
"regions": [
{
"name": "rectangle-button-disabled",
"bounds": {
"X": 0,
"Y": 0,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button-down",
"bounds": {
"X": 0,
"Y": 16,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button-highlighted",
"bounds": {
"X": 0,
"Y": 32,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button",
"bounds": {
"X": 0,
"Y": 48,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "ScrollBar",
"bounds": {
"X": 16,
"Y": 0,
"Width": 16,
"Height": 16
},
"ninePatchData": null
}
],
"textureName": "Content-texture.png"
}

View File

@ -760,3 +760,15 @@
/processor:TextureAtlasProcessor /processor:TextureAtlasProcessor
/build:UI.tatlas /build:UI.tatlas
#begin UI-texture.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:UI-texture.png

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View File

@ -9,7 +9,7 @@
"Height": 16 "Height": 16
}, },
"ninePatchData": { "ninePatchData": {
"textureName": "rectangle-button-disabled.png", "textureName": null,
"left": 4, "left": 4,
"right": 4, "right": 4,
"bottom": 4, "bottom": 4,
@ -25,7 +25,7 @@
"Height": 16 "Height": 16
}, },
"ninePatchData": { "ninePatchData": {
"textureName": "rectangle-button-down.png", "textureName": null,
"left": 4, "left": 4,
"right": 4, "right": 4,
"bottom": 4, "bottom": 4,
@ -41,7 +41,7 @@
"Height": 16 "Height": 16
}, },
"ninePatchData": { "ninePatchData": {
"textureName": "rectangle-button-highlighted.png", "textureName": null,
"left": 4, "left": 4,
"right": 4, "right": 4,
"bottom": 4, "bottom": 4,
@ -49,15 +49,25 @@
} }
}, },
{ {
"name": "rectangle-button", "name": "rectangle-button-texture",
"bounds": { "bounds": {
"X": 0, "X": 0,
"Y": 48, "Y": 48,
"Width": 16, "Width": 16,
"Height": 16 "Height": 16
}, },
"ninePatchData": null
},
{
"name": "ScrollBar",
"bounds": {
"X": 16,
"Y": 0,
"Width": 16,
"Height": 16
},
"ninePatchData": { "ninePatchData": {
"textureName": "rectangle-button.png", "textureName": null,
"left": 4, "left": 4,
"right": 4, "right": 4,
"bottom": 4, "bottom": 4,
@ -65,5 +75,5 @@
} }
} }
], ],
"textureName": "UI.png" "textureName": "UI-texture.png"
} }

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@ -0,0 +1,69 @@
{
"regions": [
{
"name": "rectangle-button-disabled",
"bounds": {
"X": 0,
"Y": 0,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button-down",
"bounds": {
"X": 0,
"Y": 16,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button-highlighted",
"bounds": {
"X": 0,
"Y": 32,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
},
{
"name": "rectangle-button",
"bounds": {
"X": 0,
"Y": 48,
"Width": 16,
"Height": 16
},
"ninePatchData": {
"textureName": null,
"left": 4,
"right": 4,
"bottom": 4,
"top": 4
}
}
],
"textureName": "-texture.png"
}

View File

@ -1,35 +0,0 @@
using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("RhythmBullet")]
[assembly: AssemblyProduct("RhythmBullet")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("78eb6f5c-0f37-458a-9928-0fd0799c93a5")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View File

@ -1,160 +1,17 @@
<?xml version="1.0" encoding="utf-8"?> <Project Sdk="Microsoft.NET.Sdk">
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}</ProjectGuid>
<OutputType>WinExe</OutputType> <OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder> <TargetFramework>netcoreapp2.0</TargetFramework>
<RootNamespace>RhythmBullet</RootNamespace>
<AssemblyName>RhythmBullet</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;LINUX</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>
</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<PropertyGroup>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup>
<StartupObject>
</StartupObject>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Audio\MusicController.cs" /> <MonoGameContentReference Include="**\*.mgcb"/>
<Compile Include="Audio\MusicList.cs" />
<Compile Include="Audio\SupportedFormats.cs" />
<Compile Include="Audio\TransparentSampleProvider.cs" />
<Compile Include="Audio\Visualizer\ReflectedHorizontalVisualizer.cs" />
<Compile Include="ContentResolvers\FontContentResolver.cs" />
<Compile Include="ContentResolvers\ResolutionContentResolver.cs" />
<Compile Include="Screens\MainMenu\MainPage.cs" />
<Compile Include="Screens\Transitions\FadeAwayTransition.cs" />
<Compile Include="Screens\MainMenu\MainScreen.cs" />
<Compile Include="RhythmBulletGame.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Preferences\Controls.cs" />
<Compile Include="Preferences\General.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Reference Include="BulletSharp, Version=0.11.0.0, Culture=neutral, processorArchitecture=MSIL"> <PackageReference Include="MonoGame.Content.Builder" Version="3.7.0.4"/>
<HintPath>..\packages\BulletSharp.0.11.1\lib\net40-client\BulletSharp.dll</HintPath> <PackageReference Include="MonoGame.Framework.DesktopGL.Core" Version="3.7.0.7"/>
<PackageReference Include="NAudio" Version="1.9.0"/>
<Reference Include="RecrownedAthenaeum">
<HintPath>../References/RecrownedAthenaeum.dll</HintPath>
</Reference> </Reference>
<Reference Include="MonoGame.Framework, Version=3.7.1.189, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\MonoGame.Framework.DesktopGL.3.7.1.189\lib\net45\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="NAudio, Version=1.9.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\NAudio.1.9.0-preview2\lib\net35\NAudio.dll</HintPath>
</Reference>
<Reference Include="RecrownedAthenaeum, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\References\RecrownedAthenaeum.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\SDL2.dll">
<Link>x86\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\SDL2.dll">
<Link>x64\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\soft_oal.dll">
<Link>x86\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\soft_oal.dll">
<Link>x64\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libSDL2-2.0.so.0">
<Link>x86\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libSDL2-2.0.so.0">
<Link>x64\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libopenal.so.1">
<Link>x86\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libopenal.so.1">
<Link>x64\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
<Link>libSDL2-2.0.0.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
<Link>libopenal.1.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll.config">
<Link>MonoGame.Framework.dll.config</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="app.manifest" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<Import Project="..\packages\BulletSharp.0.11.1\build\net40-client\BulletSharp.targets" Condition="Exists('..\packages\BulletSharp.0.11.1\build\net40-client\BulletSharp.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\BulletSharp.0.11.1\build\net40-client\BulletSharp.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\BulletSharp.0.11.1\build\net40-client\BulletSharp.targets'))" />
<Error Condition="!Exists('..\packages\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets'))" />
</Target>
<Import Project="..\packages\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets" Condition="Exists('..\packages\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project> </Project>

View File

@ -1,9 +1,8 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Camera; using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.ContentSystem; using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.Data;
using RecrownedAthenaeum.Input; using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Persistence; using RecrownedAthenaeum.Persistence;
using RecrownedAthenaeum.ScreenSystem; using RecrownedAthenaeum.ScreenSystem;
@ -30,13 +29,15 @@ namespace RhythmBullet
public static int pixels_per_WU; public static int pixels_per_WU;
GraphicsDeviceManager graphics; GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; ConsistentSpriteBatch spriteBatch;
public readonly ContentManagerController assets; public readonly ContentManagerController assets;
readonly ResolutionContentResolver resolutionContentResolver; readonly ResolutionContentResolver resolutionContentResolver;
public PreferencesManager preferencesManager; public PreferencesManager preferencesManager;
private ScreenManager screenManager; private ScreenManager screenManager;
public Camera2D Camera { get; private set; } public Camera2D Camera { get; private set; }
public BasicEffect cameraEffect;
private bool resizing; private bool resizing;
private bool initialLoadComplete; private bool initialLoadComplete;
private MainScreen mainScreen; private MainScreen mainScreen;
@ -63,7 +64,6 @@ namespace RhythmBullet
Resolution resolution = preferencesManager.GetPreferences<General>().Resolution; Resolution resolution = preferencesManager.GetPreferences<General>().Resolution;
graphics.PreferredBackBufferWidth = resolution.Width; graphics.PreferredBackBufferWidth = resolution.Width;
graphics.PreferredBackBufferHeight = resolution.Height; graphics.PreferredBackBufferHeight = resolution.Height;
RecrownedAthenaeum.Configuration.GraphicsDeviceManager = graphics;
} }
/// <summary> /// <summary>
@ -82,8 +82,14 @@ namespace RhythmBullet
musicController.musicList.StartSearch(); musicController.musicList.StartSearch();
if ((general.skinName ) != null) if ((general.skinName ) != null)
{ {
skinManager.LoadSkin(skinManager.ReadSkinData(general.skinDirectory + general.skinName), general.skinDirectory + general.skinName); skinManager.LoadSkin(Path.Combine(general.skinDirectory, general.skinName), graphics.GraphicsDevice);
} }
Debug.WriteLine("Initial resolution: " + resolution);
cameraEffect = new BasicEffect(graphics.GraphicsDevice);
cameraEffect.TextureEnabled = true;
cameraEffect.VertexColorEnabled = true;
Camera = new Camera2D(resolution.Width, resolution.Height, cameraEffect);
Debug.WriteLine("Initial setup complete."); Debug.WriteLine("Initial setup complete.");
base.Initialize(); base.Initialize();
} }
@ -95,14 +101,10 @@ namespace RhythmBullet
protected override void LoadContent() protected override void LoadContent()
{ {
// Create a new SpriteBatch, which can be used to draw textures. // Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch = new ConsistentSpriteBatch(GraphicsDevice);
RecrownedAthenaeum.Configuration.Camera2D = new Camera2D(); screenManager = new ScreenManager(graphics);
Camera = RecrownedAthenaeum.Configuration.Camera2D; screenManager.NeedNextScreen += ShowFirstScreen;
screenManager = new ScreenManager();
RecrownedAthenaeum.Configuration.spriteBatchSettings = screenManager.batchSettings;
screenManager.ShowFirstScreenEvent += ShowFirstScreen;
QueueContent(); QueueContent();
screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f); screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
} }
@ -140,7 +142,7 @@ namespace RhythmBullet
{ {
assets.Update(); assets.Update();
} }
screenManager.UpdateCurrentScreen(gameTime, CheckReadyForInitiate()); screenManager.UpdateCurrentScreen(gameTime, !CheckReadyForInitiate());
InputUtilities.Update(); InputUtilities.Update();
base.Update(gameTime); base.Update(gameTime);
@ -152,7 +154,8 @@ namespace RhythmBullet
/// <param name="gameTime">Provides a snapshot of timing values.</param> /// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime) protected override void Draw(GameTime gameTime)
{ {
screenManager.DrawCurrentScreen(spriteBatch); spriteBatch.effect = cameraEffect;
screenManager.DrawScreen(spriteBatch);
base.Draw(gameTime); base.Draw(gameTime);
} }
@ -216,12 +219,13 @@ namespace RhythmBullet
SetUpDefaultSkin(); SetUpDefaultSkin();
UpdateCursor(); UpdateCursor();
mainScreen = new MainScreen(assets, Skin); mainScreen = new MainScreen(assets, Skin, Camera);
initialLoadComplete = true; initialLoadComplete = true;
} }
private void UpdateCursor() private void UpdateCursor()
{ {
SpriteBatch spriteBatch = this.spriteBatch;
Texture2D texture = Skin.CursorTexture; Texture2D texture = Skin.CursorTexture;
int cursorSize = (int)(0.07f * graphics.PreferredBackBufferHeight); int cursorSize = (int)(0.07f * graphics.PreferredBackBufferHeight);
Debug.WriteLine("Cursor size length: " + cursorSize); Debug.WriteLine("Cursor size length: " + cursorSize);

View File

@ -1,13 +1,10 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.ContentSystem; using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.Render; using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.UI.BookSystem; using RecrownedAthenaeum.UI.BookSystem;
using RecrownedAthenaeum.UI.Modular.Modules; using RecrownedAthenaeum.UI.Modular.Modules;
using RecrownedAthenaeum.UI.Modular.Modules.Interactive; using RecrownedAthenaeum.UI.Modular.Modules.Interactive;
using RecrownedAthenaeum.UI.SkinSystem; using RecrownedAthenaeum.UI.SkinSystem;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;
using System;
namespace RhythmBullet.Screens.MainMenu namespace RhythmBullet.Screens.MainMenu
{ {
@ -21,7 +18,7 @@ namespace RhythmBullet.Screens.MainMenu
{ {
} }
protected override void Initialize(ContentManagerController assets, ISkin skin) protected override void Initialize(ContentManagerController assets, ISkin skin, BasicScissor scissorBox)
{ {
title = new Image(assets.Get<Texture2D>("title")); title = new Image(assets.Get<Texture2D>("title"));
AddModule(title); AddModule(title);
@ -33,6 +30,8 @@ namespace RhythmBullet.Screens.MainMenu
quitButton = new TextButton("Quit", font, skin); quitButton = new TextButton("Quit", font, skin);
AddModule(quitButton); AddModule(quitButton);
base.Initialize(assets, skin, scissorBox);
} }
public override void ApplySize(int width, int height) public override void ApplySize(int width, int height)
@ -56,9 +55,11 @@ namespace RhythmBullet.Screens.MainMenu
quitButton.CenterHorizontally(); quitButton.CenterHorizontally();
quitButton.situation.Y = (int)quitButton.origin.Y + playButton.Boundaries.Y + playButton.Boundaries.Height + 15; quitButton.situation.Y = (int)quitButton.origin.Y + playButton.Boundaries.Y + playButton.Boundaries.Height + 15;
base.ApplySize(width, height);
} }
public override void Draw(SpriteBatch batch) public override void Draw(ConsistentSpriteBatch batch)
{ {
base.Draw(batch); base.Draw(batch);
} }

View File

@ -1,8 +1,8 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
using RecrownedAthenaeum.ContentSystem; using RecrownedAthenaeum.ContentSystem;
using RecrownedAthenaeum.Input; using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.ScreenSystem; using RecrownedAthenaeum.ScreenSystem;
using RecrownedAthenaeum.UI.BookSystem; using RecrownedAthenaeum.UI.BookSystem;
using RecrownedAthenaeum.UI.SkinSystem; using RecrownedAthenaeum.UI.SkinSystem;
@ -17,22 +17,25 @@ namespace RhythmBullet.Screens.MainMenu
readonly Texture2D background; readonly Texture2D background;
readonly Book book; readonly Book book;
readonly MainPage mainPage; readonly MainPage mainPage;
Rectangle screenSize;
public MainScreen(ContentManagerController assets, ISkin skin) : base(true) public MainScreen(ContentManagerController assets, ISkin skin, Camera2D camera) : base(true)
{ {
this.assets = assets; this.assets = assets;
background = assets.Get<Texture2D>("backgrounds/mainBG"); background = assets.Get<Texture2D>("backgrounds/mainBG");
fat = new FadeAwayTransition(1.5f); fat = new FadeAwayTransition(1.5f);
book = new Book(assets, skin); book = new Book(assets, skin, camera);
mainPage = new MainPage(); mainPage = new MainPage();
book.AddPages(mainPage); book.AddPages(mainPage);
InputUtilities.InputListeners.Add(book); InputUtilities.InputListeners.Add(book);
} }
public override void Initiate(Rectangle screenSize, Camera2D camera) public override void ApplySize(int width, int height)
{ {
book.Initiate(camera, screenSize); screenSize.Width = width;
base.Initiate(screenSize, camera); screenSize.Height = height;
book.ApplySize(width, height);
base.ApplySize(width, height);
} }
public override void Show() public override void Show()
@ -41,9 +44,9 @@ namespace RhythmBullet.Screens.MainMenu
base.Show(); base.Show();
} }
public override void Draw(SpriteBatch spriteBatch) public override void Draw(ConsistentSpriteBatch spriteBatch)
{ {
spriteBatch.Draw(background, ScreenSize, Color.White); spriteBatch.Draw(background, screenSize, Color.White);
book.Draw(spriteBatch); book.Draw(spriteBatch);
base.Draw(spriteBatch); base.Draw(spriteBatch);
} }

View File

@ -1,5 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.ScreenSystem; using RecrownedAthenaeum.ScreenSystem;
using System; using System;
@ -55,7 +56,7 @@ namespace RhythmBullet.Screens.Transitions
return true; return true;
} }
public void DrawTransition(SpriteBatch batch) public void DrawTransition(ConsistentSpriteBatch batch)
{ {
if (curtain != null) if (curtain != null)
{ {

View File

@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="BulletSharp" version="0.11.1" targetFramework="net45" />
<package id="MonoGame.Framework.DesktopGL" version="3.7.1.189" targetFramework="net45" />
<package id="NAudio" version="1.9.0-preview2" targetFramework="net45" />
</packages>