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allow removing items from a static sprite batch

This commit is contained in:
Ell 2021-11-12 18:12:57 +01:00
parent 1fa9204680
commit 4a8a55fde3

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@ -7,7 +7,7 @@ using MLEM.Extensions;
namespace MLEM.Misc {
/// <summary>
/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in a <see cref="VertexBuffer"/>, allowing for them to be drawn multiple times.
/// To add items to a static sprite batch, use <see cref="ClearBatch"/> to clear currently batched items, <see cref="BeginBatch"/> to begin batching, <c>Add</c> and its various overloads to add batch items and <see cref="EndBatch"/> to end batching.
/// To add items to a static sprite batch, use <see cref="ClearBatch"/> to clear currently batched items, <see cref="BeginBatch"/> to begin batching, <c>Add</c> and its various overloads to add batch items, <see cref="Remove"/> to remove them again, and <see cref="EndBatch"/> to end batching.
/// To draw the batched items, call <see cref="Draw"/>.
/// </summary>
public class StaticSpriteBatch : IDisposable {
@ -62,7 +62,7 @@ namespace MLEM.Misc {
throw new InvalidOperationException("Not batching");
this.batching = false;
// if we didn't add any batch items, we don't have to recalculate anything
// if we didn't add or remove any batch items, we don't have to recalculate anything
if (!this.batchChanged)
return;
this.batchChanged = false;
@ -179,7 +179,8 @@ namespace MLEM.Misc {
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
origin *= scale;
Vector2 size, texTl, texBr;
@ -204,9 +205,9 @@ namespace MLEM.Misc {
(texBr.X, texTl.X) = (texTl.X, texBr.X);
if (rotation == 0) {
this.Add(texture, position - origin, size, color, texTl, texBr, layerDepth);
return this.Add(texture, position - origin, size, color, texTl, texBr, layerDepth);
} else {
this.Add(texture, position, -origin, size, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
return this.Add(texture, position, -origin, size, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
}
}
@ -223,8 +224,9 @@ namespace MLEM.Misc {
/// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
}
/// <summary>
@ -239,7 +241,8 @@ namespace MLEM.Misc {
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
public void Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
Vector2 texTl, texBr;
if (sourceRectangle.HasValue) {
var src = sourceRectangle.Value;
@ -262,9 +265,9 @@ namespace MLEM.Misc {
(texBr.X, texTl.X) = (texTl.X, texBr.X);
if (rotation == 0) {
this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destinationRectangle.Size.ToVector2(), color, texTl, texBr, layerDepth);
return this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destinationRectangle.Size.ToVector2(), color, texTl, texBr, layerDepth);
} else {
this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destinationRectangle.Size.ToVector2(), (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
return this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destinationRectangle.Size.ToVector2(), (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
}
}
@ -276,8 +279,9 @@ namespace MLEM.Misc {
/// <param name="position">The drawing location on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
return this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
}
/// <summary>
@ -288,8 +292,9 @@ namespace MLEM.Misc {
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
public void Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
return this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
/// <summary>
@ -299,8 +304,9 @@ namespace MLEM.Misc {
/// <param name="texture">A texture.</param>
/// <param name="position">The drawing location on screen.</param>
/// <param name="color">A color mask.</param>
public void Add(Texture2D texture, Vector2 position, Color color) {
this.Add(texture, position, null, color);
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Vector2 position, Color color) {
return this.Add(texture, position, null, color);
}
/// <summary>
@ -310,8 +316,28 @@ namespace MLEM.Misc {
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="color">A color mask.</param>
public void Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
this.Add(texture, destinationRectangle, null, color);
/// <returns>The <see cref="ItemInfo"/> that was created from the added data</returns>
public ItemInfo Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
return this.Add(texture, destinationRectangle, null, color);
}
/// <summary>
/// Removes the given item from this batch.
/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
/// </summary>
/// <param name="item">The item to remove</param>
/// <returns>Whether the item was successfully removed</returns>
/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
public bool Remove(ItemInfo item) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
var firstIndex = this.vertices.IndexOf(item.First);
if (firstIndex >= 0 && firstIndex + item.Count <= this.vertices.Count) {
this.vertices.RemoveRange(firstIndex, item.Count);
this.batchChanged = true;
return true;
}
return false;
}
/// <inheritdoc />
@ -323,23 +349,23 @@ namespace MLEM.Misc {
GC.SuppressFinalize(this);
}
private void Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
this.Add(texture,
private ItemInfo Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture,
new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - offset.Y * sin, pos.Y + offset.X * sin + offset.Y * cos, depth), color, texTl),
new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - offset.Y * sin, pos.Y + (offset.X + size.X) + offset.Y * cos, depth), color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - (offset.Y + size.Y) * sin, pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth), color, new Vector2(texTl.X, texBr.Y)),
new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin, pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth), color, texBr));
}
private void Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
this.Add(texture,
private ItemInfo Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
return this.Add(texture,
new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
new VertexPositionColorTexture(new Vector3(pos.X, pos.Y + size.Y, depth), color, new Vector2(texTl.X, texBr.Y)),
new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
}
private void Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
private ItemInfo Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
if (!this.batching)
throw new InvalidOperationException("Not batching");
if (this.texture != null && this.texture != texture)
@ -350,6 +376,23 @@ namespace MLEM.Misc {
this.vertices.Add(bl);
this.vertices.Add(br);
this.batchChanged = true;
return new ItemInfo(tl, 4);
}
/// <summary>
/// A struct that represents an item added to a <see cref="StaticSpriteBatch"/> using <c>Add</c> or any of its overloads.
/// A returned <see cref="ItemInfo"/> can be removed using <see cref="Remove"/>.
/// </summary>
public readonly struct ItemInfo {
internal readonly VertexPositionColorTexture First;
internal readonly int Count;
internal ItemInfo(VertexPositionColorTexture first, int count) {
this.First = first;
this.Count = count;
}
}
}