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Marked BeginDelegate and BeginImpl as obsolete
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@ -42,6 +42,7 @@ Fixes
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Removals
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Removals
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- Marked StyleProp equality members as obsolete
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- Marked StyleProp equality members as obsolete
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- Marked BeginDelegate and BeginImpl as obsolete
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### MLEM.Extended
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### MLEM.Extended
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Improvements
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Improvements
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@ -183,7 +183,10 @@ namespace MLEM.Ui.Elements {
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/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
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/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
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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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/// 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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/// </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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public BeginDelegate BeginImpl;
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public BeginDelegate BeginImpl;
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#pragma warning restore CS0618
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/// <summary>
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/// <summary>
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/// Set this field to false to disallow the element from being selected.
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/// Set this field to false to disallow the element from being selected.
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/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
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/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
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@ -922,6 +925,7 @@ namespace MLEM.Ui.Elements {
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/// <param name="depthStencilState">The depth stencil state 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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/// <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, DepthStencilState depthStencilState, Effect effect, 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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#pragma warning disable CS0618
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var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
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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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var mat = this.Transform * matrix;
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// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
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// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
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@ -935,6 +939,7 @@ namespace MLEM.Ui.Elements {
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, 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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}
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}
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#pragma warning restore CS0618
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// draw content in custom begin call
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// draw content in custom begin call
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this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
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this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
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@ -1163,6 +1168,7 @@ namespace MLEM.Ui.Elements {
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/// <param name="effect">The effect 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="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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/// <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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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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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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@ -84,6 +84,7 @@ namespace MLEM.Ui.Style {
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/// <param name="obj">The object to compare with the current instance.</param>
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/// <param name="obj">The object to compare with the current instance.</param>
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/// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns>
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/// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns>
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[Obsolete("StyleProp equality is ambiguous as it is not clear whether priority is taken into account. Compare Values instead.")]
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[Obsolete("StyleProp equality is ambiguous as it is not clear whether priority is taken into account. Compare Values instead.")]
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#pragma warning disable CS0809
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public override bool Equals(object obj) {
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public override bool Equals(object obj) {
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return obj is StyleProp<T> other && this.Equals(other);
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return obj is StyleProp<T> other && this.Equals(other);
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}
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}
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@ -94,6 +95,7 @@ namespace MLEM.Ui.Style {
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public override int GetHashCode() {
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public override int GetHashCode() {
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return EqualityComparer<T>.Default.GetHashCode(this.Value);
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return EqualityComparer<T>.Default.GetHashCode(this.Value);
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}
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}
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#pragma warning restore CS0809
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/// <summary>Returns the fully qualified type name of this instance.</summary>
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/// <summary>Returns the fully qualified type name of this instance.</summary>
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/// <returns>The fully qualified type name.</returns>
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/// <returns>The fully qualified type name.</returns>
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