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Added the ScissorGroup element

This commit is contained in:
Ell 2024-05-30 13:24:35 +02:00
parent d879894e30
commit 8fdc3546c6
3 changed files with 63 additions and 0 deletions

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@ -27,6 +27,7 @@ Improvements
Additions
- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse
- Added the ability to display tooltips using the auto-nav style even when using the mouse
- Added the ScissorGroup element, which applies a scissor rectangle when drawing its content
Improvements
- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**

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@ -1387,6 +1387,7 @@ namespace MLEM.Ui.Elements {
/// <param name="time">The game's time</param>
/// <param name="batch">The sprite batch used for drawing</param>
/// <param name="alpha">The alpha this element is drawn with</param>
/// <param name="context">The sprite batch context to use for drawing</param>
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context);
/// <summary>

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@ -0,0 +1,61 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
namespace MLEM.Ui.Elements {
/// <summary>
/// A scissor group is a <see cref="Group"/> that sets the <see cref="GraphicsDevice.ScissorRectangle"/> before drawing its content (and thus, its <see cref="Element.Children"/>), preventing them from being drawn outside of this group's <see cref="Element.DisplayArea"/>'s bounds.
/// </summary>
public class ScissorGroup : Group {
/// <summary>
/// The rasterizer state that this scissor group should use when drawing.
/// By default, <see cref="CullMode"/> is set to <see cref="CullMode.CullCounterClockwiseFace"/> in accordance with <see cref="SpriteBatch"/>'s default behavior, and <see cref="RasterizerState.ScissorTestEnable"/> is set to <see langword="true"/>.
/// </summary>
public readonly RasterizerState Rasterizer = new RasterizerState {
// use the default cull mode from SpriteBatch, but with scissor test enabled
CullMode = CullMode.CullCounterClockwiseFace,
ScissorTestEnable = true
};
/// <summary>
/// Creates a new scissor group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public ScissorGroup(Anchor anchor, Vector2 size, bool setHeightBasedOnChildren = true) : base(anchor, size, setHeightBasedOnChildren) {}
/// <summary>
/// Creates a new scissor group with the given settings
/// </summary>
/// <param name="anchor">The group's anchor</param>
/// <param name="size">The group's size</param>
/// <param name="setWidthBasedOnChildren">Whether the group's width should be based on its children's width, see <see cref="Element.SetWidthBasedOnChildren"/>.</param>
/// <param name="setHeightBasedOnChildren">Whether the group's height should be based on its children's height, see <see cref="Element.SetHeightBasedOnChildren"/>.</param>
public ScissorGroup(Anchor anchor, Vector2 size, bool setWidthBasedOnChildren, bool setHeightBasedOnChildren) : base(anchor, size, setWidthBasedOnChildren, setHeightBasedOnChildren) {}
/// <inheritdoc />
public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
batch.End();
// apply our scissor rectangle
var lastScissor = batch.GraphicsDevice.ScissorRectangle;
batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.DisplayArea.OffsetCopy(context.TransformMatrix.Translation.ToVector2());
// enable scissor test
var localContext = context;
localContext.RasterizerState = this.Rasterizer;
batch.Begin(localContext);
base.Draw(time, batch, alpha, localContext);
// revert back to previous behavior
batch.End();
batch.GraphicsDevice.ScissorRectangle = lastScissor;
batch.Begin(context);
}
}
}