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made custom draw groups be a bit easier to use
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parent
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commit
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1 changed files with 10 additions and 6 deletions
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@ -4,21 +4,21 @@ using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Ui.Elements {
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public class CustomDrawGroup : Group {
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public Matrix Transform;
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public Matrix? Transform;
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public TransformCallback TransformGetter;
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public BeginDelegate BeginImpl;
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public CustomDrawGroup(Anchor anchor, Vector2 size, Matrix? transform = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) :
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public CustomDrawGroup(Anchor anchor, Vector2 size, TransformCallback transformGetter = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) :
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base(anchor, size, setHeightBasedOnChildren) {
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this.Transform = transform ?? Matrix.Identity;
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this.TransformGetter = transformGetter ?? ((element, time, matrix) => Matrix.Identity);
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this.BeginImpl = beginImpl ?? ((element, time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix));
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}
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public delegate void BeginDelegate(CustomDrawGroup element, 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, Matrix matrix) {
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// end the usual draw so that we can begin our own
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batch.End();
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var mat = matrix * this.Transform;
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var trans = this.Transform ?? this.TransformGetter(this, time, matrix);
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var mat = matrix * trans;
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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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// draw child components in custom begin call
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base.Draw(time, batch, alpha, blendState, samplerState, mat);
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@ -28,5 +28,9 @@ namespace MLEM.Ui.Elements {
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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}
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public delegate void BeginDelegate(CustomDrawGroup element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix);
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public delegate Matrix TransformCallback(CustomDrawGroup element, GameTime time, Matrix matrix);
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}
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}
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