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render panel's render target in the Draw method
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parent
6a3c797eba
commit
94dec34470
4 changed files with 25 additions and 22 deletions
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@ -73,7 +73,8 @@ Fixes
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Removals
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- Marked StyleProp equality members as obsolete
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- Marked BeginDelegate and BeginImpl as obsolete
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- Marked Element.BeginDelegate and Element.BeginImpl as obsolete
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- Marked Element.DrawEarly and UiSystem.DrawEarly as obsolete
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### MLEM.Extended
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Improvements
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@ -185,7 +185,7 @@ namespace MLEM.Ui.Elements {
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/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
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/// </summary>
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#pragma warning disable CS0618
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[Obsolete("BeginImpl is deprecated. You can create a custom element class and override DrawEarly or Draw instead.")]
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[Obsolete("BeginImpl is deprecated. You can create a custom element class and override Draw instead.")]
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public BeginDelegate BeginImpl;
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#pragma warning restore CS0618
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/// <summary>
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@ -990,6 +990,7 @@ namespace MLEM.Ui.Elements {
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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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[Obsolete("DrawEarly is deprecated. For custom implementations, see Panel.Draw for how to replace this method.")]
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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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@ -1168,7 +1169,7 @@ namespace MLEM.Ui.Elements {
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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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[Obsolete("BeginDelegate is deprecated. You can create a custom element class and override DrawEarly or Draw instead.")]
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[Obsolete("BeginDelegate is deprecated. You can create a custom element class and override Draw instead.")]
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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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@ -13,7 +13,6 @@ namespace MLEM.Ui.Elements {
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/// A panel element to be used inside of a <see cref="UiSystem"/>.
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/// The panel is a complex element that displays a box as a background to all of its child elements.
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/// Additionally, a panel can be set to <see cref="scrollOverflow"/> on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
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/// As this behavior is accomplished using a <see cref="RenderTarget2D"/>, scrolling panels need to have their <see cref="DrawEarly"/> methods called using <see cref="UiSystem.DrawEarly"/>.
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/// </summary>
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public class Panel : Element {
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@ -169,22 +168,13 @@ namespace MLEM.Ui.Elements {
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/// <inheritdoc />
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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, 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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}
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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, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
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this.UpdateAreaIfDirty();
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// draw children onto the render target if we have one
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if (this.scrollOverflow && this.renderTarget != null) {
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// draw children onto the render target
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this.UpdateAreaIfDirty();
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batch.End();
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// force render target usage to preserve so that previous content isn't cleared
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var lastUsage = batch.GraphicsDevice.PresentationParameters.RenderTargetUsage;
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batch.GraphicsDevice.PresentationParameters.RenderTargetUsage = RenderTargetUsage.PreserveContents;
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using (batch.GraphicsDevice.WithRenderTarget(this.renderTarget)) {
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batch.GraphicsDevice.Clear(Color.Transparent);
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// offset children by the render target's location
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@ -195,8 +185,19 @@ namespace MLEM.Ui.Elements {
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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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batch.GraphicsDevice.PresentationParameters.RenderTargetUsage = lastUsage;
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, matrix);
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}
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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, 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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}
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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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@ -105,7 +105,7 @@ namespace MLEM.Ui {
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public UiControls Controls;
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/// <summary>
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/// The update and rendering statistics to be used for runtime debugging and profiling.
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/// The metrics are reset accordingly every frame: <see cref="UiMetrics.ResetUpdates"/> is called at the start of <see cref="Update"/>, and <see cref="UiMetrics.ResetDraws"/> is called at the start of <see cref="DrawEarly"/>, or at the start of <see cref="Draw"/> if <see cref="DrawEarly"/> was not called.
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/// The metrics are reset accordingly every frame: <see cref="UiMetrics.ResetUpdates"/> is called at the start of <see cref="Update"/>, and <see cref="UiMetrics.ResetDraws"/> is called at the start of <see cref="Draw"/>.
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/// </summary>
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public UiMetrics Metrics;
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@ -268,6 +268,7 @@ namespace MLEM.Ui {
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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[Obsolete("DrawEarly is deprecated. Calling it is not required anymore, and there is no replacement.")]
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public void DrawEarly(GameTime time, SpriteBatch batch) {
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this.Metrics.ResetDraws();
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this.stopwatch.Restart();
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@ -284,7 +285,6 @@ namespace MLEM.Ui {
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/// <summary>
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/// Draws any <see cref="Element"/>s onto the screen.
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/// Note that, when using <see cref="Panel"/>s with a scroll bar, <see cref="DrawEarly"/> needs to be called as well.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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