mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-16 10:53:11 +01:00
Added the ScissorGroup element
This commit is contained in:
parent
d879894e30
commit
8fdc3546c6
3 changed files with 63 additions and 0 deletions
|
@ -27,6 +27,7 @@ Improvements
|
||||||
Additions
|
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 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 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
|
Improvements
|
||||||
- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**
|
- **Include the SpriteBatchContext in OnDrawn, OnElementDrawn and OnSelectedElementDrawn**
|
||||||
|
|
|
@ -1387,6 +1387,7 @@ namespace MLEM.Ui.Elements {
|
||||||
/// <param name="time">The game's time</param>
|
/// <param name="time">The game's time</param>
|
||||||
/// <param name="batch">The sprite batch used for drawing</param>
|
/// <param name="batch">The sprite batch used for drawing</param>
|
||||||
/// <param name="alpha">The alpha this element is drawn with</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);
|
public delegate void DrawCallback(Element element, GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
61
MLEM.Ui/Elements/ScissorGroup.cs
Normal file
61
MLEM.Ui/Elements/ScissorGroup.cs
Normal file
|
@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue