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MLEM/MLEM.Ui/Elements/CustomDrawGroup.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Ui.Elements {
public class CustomDrawGroup : Group {
public Matrix? Transform;
public TransformCallback TransformGetter;
public BeginDelegate BeginImpl;
public CustomDrawGroup(Anchor anchor, Vector2 size, TransformCallback transformGetter = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) :
base(anchor, size, setHeightBasedOnChildren) {
this.TransformGetter = transformGetter ?? ((element, time, matrix) => Matrix.Identity);
this.BeginImpl = beginImpl ?? ((element, time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix));
}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
// end the usual draw so that we can begin our own
batch.End();
var trans = this.Transform ?? this.TransformGetter(this, time, matrix);
var mat = matrix * trans;
this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
// draw child components in custom begin call
base.Draw(time, batch, alpha, blendState, samplerState, mat);
// end our draw
batch.End();
// begin the usual draw again for other elements
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
}
public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
public delegate Matrix TransformCallback(CustomDrawGroup element, GameTime time, Matrix matrix);
}
}