mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-26 06:28:35 +01:00
Allow setting a custom effect and depth stencil state for ui drawing
This commit is contained in:
parent
5b99f29490
commit
84e2544dc8
12 changed files with 54 additions and 35 deletions
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@ -29,6 +29,7 @@ Additions
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Improvements
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- *Made Image ScaleToImage take ui scale into account*
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- *Added style properties for a lot of hardcoded default element styles*
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- *Allow setting a custom effect and depth stencil state for ui drawing*
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- Exposed the epsilon value used by Element calculations
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- Allow style properties to set style values with a higher priority, which allows elements to style their default children
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- Allow changing the entire ui style for a single element
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@ -91,7 +91,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var tex = this.Texture;
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var color = (Color) this.NormalColor * alpha;
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if (this.IsDisabled) {
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@ -102,7 +102,7 @@ namespace MLEM.Ui.Elements {
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color = (Color) this.HoveredColor * alpha;
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}
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batch.Draw(tex, this.DisplayArea, color, this.Scale);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -84,7 +84,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var tex = this.Texture;
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var color = Color.White * alpha;
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if (this.IsMouseOver) {
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@ -96,7 +96,7 @@ namespace MLEM.Ui.Elements {
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batch.Draw(tex, boxDisplayArea, color, this.Scale);
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if (this.Checked)
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batch.Draw(this.Checkmark, boxDisplayArea, Color.White * alpha);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -885,8 +885,10 @@ namespace MLEM.Ui.Elements {
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/// <param name="alpha">The alpha to draw this element and its children with</param>
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/// <param name="blendState">The blend state that is used for drawing</param>
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/// <param name="samplerState">The sampler state that is used for drawing</param>
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/// <param name="effect">The effect that is used for drawing</param>
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/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
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/// <param name="matrix">The transformation matrix that is used for drawing</param>
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public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
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var mat = this.Transform * matrix;
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if (customDraw) {
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@ -894,18 +896,18 @@ namespace MLEM.Ui.Elements {
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batch.End();
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// begin our own draw call
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if (this.BeginImpl != null) {
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
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} else {
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, mat);
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, mat);
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}
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}
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// draw content in custom begin call
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this.Draw(time, batch, alpha, blendState, samplerState, mat);
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this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
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if (customDraw) {
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// end our draw
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batch.End();
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// begin the usual draw again for other elements
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix);
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}
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}
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@ -918,15 +920,17 @@ namespace MLEM.Ui.Elements {
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/// <param name="alpha">The alpha to draw this element and its children with</param>
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/// <param name="blendState">The blend state that is used for drawing</param>
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/// <param name="samplerState">The sampler state that is used for drawing</param>
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/// <param name="effect">The effect that is used for drawing</param>
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/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
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/// <param name="matrix">The transformation matrix that is used for drawing</param>
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public virtual void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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this.System.InvokeOnElementDrawn(this, time, batch, alpha);
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if (this.IsSelected)
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this.System.InvokeOnSelectedElementDrawn(this, time, batch, alpha);
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden)
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child.DrawTransformed(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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child.DrawTransformed(time, batch, alpha * child.DrawAlpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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}
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@ -940,11 +944,13 @@ namespace MLEM.Ui.Elements {
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/// <param name="alpha">The alpha to draw this element and its children with</param>
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/// <param name="blendState">The blend state that is used for drawing</param>
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/// <param name="samplerState">The sampler state that is used for drawing</param>
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/// <param name="effect">The effect that is used for drawing</param>
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/// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
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/// <param name="matrix">The transformation matrix that is used for drawing</param>
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public virtual void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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foreach (var child in this.GetRelevantChildren()) {
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if (!child.IsHidden)
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child.DrawEarly(time, batch, alpha * child.DrawAlpha, blendState, samplerState, matrix);
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child.DrawEarly(time, batch, alpha * child.DrawAlpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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}
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@ -1100,8 +1106,10 @@ namespace MLEM.Ui.Elements {
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/// <param name="alpha">This element's draw alpha</param>
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/// <param name="blendState">The blend state used for drawing</param>
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/// <param name="samplerState">The sampler state used for drawing</param>
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/// <param name="effect">The effect used for drawing</param>
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/// <param name="depthStencilState">The depth stencil state used for drawing</param>
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/// <param name="matrix">The transform matrix used for drawing</param>
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public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix);
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}
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}
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@ -20,10 +20,10 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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// since the group never accesses its own area when drawing, we have to update it manually
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this.UpdateAreaIfDirty();
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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}
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@ -103,7 +103,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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if (this.Texture == null)
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return;
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var center = new Vector2(this.Texture.Width / 2F, this.Texture.Height / 2F);
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@ -116,7 +116,7 @@ namespace MLEM.Ui.Elements {
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var scale = new Vector2(1F / this.Texture.Width, 1F / this.Texture.Height) * this.DisplayArea.Size;
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batch.Draw(this.Texture, this.DisplayArea.Location + center * scale, color, this.ImageRotation, center, scale * this.ImageScale, this.ImageEffects, 0);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <summary>
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@ -155,12 +155,12 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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if (this.Texture.HasValue())
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batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow || this.renderTarget == null) {
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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} else {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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@ -168,7 +168,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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this.UpdateAreaIfDirty();
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if (this.scrollOverflow && this.renderTarget != null) {
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// draw children onto the render target
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@ -178,12 +178,12 @@ namespace MLEM.Ui.Elements {
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var area = this.GetRenderTargetArea();
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var trans = Matrix.CreateTranslation(-area.X, -area.Y, 0);
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// do the usual draw, but within the render target
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, trans);
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base.Draw(time, batch, alpha, blendState, samplerState, trans);
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, trans);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, trans);
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batch.End();
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}
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}
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base.DrawEarly(time, batch, alpha, blendState, samplerState, matrix);
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base.DrawEarly(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -139,12 +139,12 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var pos = this.DisplayArea.Location + new Vector2(GetAlignmentOffset(), 0);
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var sc = this.TextScale * this.TextScaleMultiplier * this.Scale;
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var color = this.TextColor.OrDefault(Color.White) * alpha;
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this.TokenizedText.Draw(time, batch, pos, this.RegularFont, color, sc, 0, this.Alignment);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -73,7 +73,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, (Color) this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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@ -106,7 +106,7 @@ namespace MLEM.Ui.Elements {
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} else {
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batch.Draw(batch.GetBlankTexture(), offsetArea, (Color) this.ProgressColor * alpha);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -205,13 +205,13 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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batch.Draw(this.Background, this.DisplayArea, Color.White * alpha, this.Scale);
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if (this.MaxValue > 0) {
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var scrollerRect = new RectangleF(this.ScrollerPosition, this.ScrollerSize * this.Scale);
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batch.Draw(this.ScrollerTexture, scrollerRect, Color.White * alpha, this.Scale);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <inheritdoc />
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@ -285,7 +285,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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var tex = this.Texture;
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var color = Color.White * alpha;
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if (this.IsMouseOver) {
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@ -314,7 +314,7 @@ namespace MLEM.Ui.Elements {
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this.Font.Value.DrawString(batch, this.PlaceholderText, textPos, this.PlaceholderColor.OrDefault(Color.Gray) * alpha, 0, Vector2.Zero, this.TextScale * this.Scale, SpriteEffects.None, 0);
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}
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, matrix);
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}
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/// <summary>
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@ -83,6 +83,16 @@ namespace MLEM.Ui {
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/// </summary>
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public SamplerState SamplerState = SamplerState.PointClamp;
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/// <summary>
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/// The depth stencil state that this ui system and all of its elements draw with.
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/// The default is <see cref="Microsoft.Xna.Framework.Graphics.DepthStencilState.None"/>, which is also the default for <see cref="SpriteBatch.Begin"/>.
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/// </summary>
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public DepthStencilState DepthStencilState = DepthStencilState.None;
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/// <summary>
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/// The effect that this ui system and all of its elements draw with.
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/// The default is null, which means that no custom effect will be used.
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/// </summary>
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public Effect Effect;
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/// <summary>
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/// The <see cref="TextFormatter"/> that this ui system's <see cref="Paragraph"/> elements format their text with.
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/// To add new formatting codes to the ui system, add them to this formatter.
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/// </summary>
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@ -236,7 +246,7 @@ namespace MLEM.Ui {
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public void DrawEarly(GameTime time, SpriteBatch batch) {
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foreach (var root in this.rootElements) {
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if (!root.Element.IsHidden)
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root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, root.Transform);
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root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
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}
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}
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@ -250,9 +260,9 @@ namespace MLEM.Ui {
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foreach (var root in this.rootElements) {
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if (root.Element.IsHidden)
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continue;
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, null, null, null, root.Transform);
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batch.Begin(SpriteSortMode.Deferred, this.BlendState, this.SamplerState, this.DepthStencilState, null, this.Effect, root.Transform);
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var alpha = this.DrawAlpha * root.Element.DrawAlpha;
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root.Element.DrawTransformed(time, batch, alpha, this.BlendState, this.SamplerState, root.Transform);
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root.Element.DrawTransformed(time, batch, alpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
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batch.End();
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}
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}
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