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Marked BeginDelegate and BeginImpl as obsolete

This commit is contained in:
Ell 2022-02-02 18:17:53 +01:00
parent c880c3e011
commit ed88862194
3 changed files with 9 additions and 0 deletions

View file

@ -42,6 +42,7 @@ Fixes
Removals Removals
- Marked StyleProp equality members as obsolete - Marked StyleProp equality members as obsolete
- Marked BeginDelegate and BeginImpl as obsolete
### MLEM.Extended ### MLEM.Extended
Improvements Improvements

View file

@ -183,7 +183,10 @@ namespace MLEM.Ui.Elements {
/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing. /// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element. /// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
/// </summary> /// </summary>
#pragma warning disable CS0618
[Obsolete("BeginImpl is deprecated. You can create a custom element class and override DrawEarly or Draw instead.")]
public BeginDelegate BeginImpl; public BeginDelegate BeginImpl;
#pragma warning restore CS0618
/// <summary> /// <summary>
/// Set this field to false to disallow the element from being selected. /// Set this field to false to disallow the element from being selected.
/// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called. /// An unselectable element is skipped by automatic navigation and its <see cref="OnSelected"/> callback will never be called.
@ -922,6 +925,7 @@ namespace MLEM.Ui.Elements {
/// <param name="depthStencilState">The depth stencil state that is used for drawing</param> /// <param name="depthStencilState">The depth stencil state that is used for drawing</param>
/// <param name="matrix">The transformation matrix that is used for drawing</param> /// <param name="matrix">The transformation matrix that is used for drawing</param>
public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) { public void DrawTransformed(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix) {
#pragma warning disable CS0618
var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity; var customDraw = this.BeginImpl != null || this.Transform != Matrix.Identity;
var mat = this.Transform * matrix; var mat = this.Transform * matrix;
// TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156) // TODO ending and beginning again when the matrix changes isn't ideal (https://github.com/MonoGame/MonoGame/issues/3156)
@ -935,6 +939,7 @@ namespace MLEM.Ui.Elements {
batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, mat); batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, depthStencilState, null, effect, mat);
} }
} }
#pragma warning restore CS0618
// draw content in custom begin call // draw content in custom begin call
this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat); this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
@ -1163,6 +1168,7 @@ namespace MLEM.Ui.Elements {
/// <param name="effect">The effect used for drawing</param> /// <param name="effect">The effect used for drawing</param>
/// <param name="depthStencilState">The depth stencil state used for drawing</param> /// <param name="depthStencilState">The depth stencil state used for drawing</param>
/// <param name="matrix">The transform matrix used for drawing</param> /// <param name="matrix">The transform matrix used for drawing</param>
[Obsolete("BeginDelegate is deprecated. You can create a custom element class and override DrawEarly or Draw instead.")]
public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix); public delegate void BeginDelegate(Element element, GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, Effect effect, Matrix matrix);
} }

View file

@ -84,6 +84,7 @@ namespace MLEM.Ui.Style {
/// <param name="obj">The object to compare with the current instance.</param> /// <param name="obj">The object to compare with the current instance.</param>
/// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns> /// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns>
[Obsolete("StyleProp equality is ambiguous as it is not clear whether priority is taken into account. Compare Values instead.")] [Obsolete("StyleProp equality is ambiguous as it is not clear whether priority is taken into account. Compare Values instead.")]
#pragma warning disable CS0809
public override bool Equals(object obj) { public override bool Equals(object obj) {
return obj is StyleProp<T> other && this.Equals(other); return obj is StyleProp<T> other && this.Equals(other);
} }
@ -94,6 +95,7 @@ namespace MLEM.Ui.Style {
public override int GetHashCode() { public override int GetHashCode() {
return EqualityComparer<T>.Default.GetHashCode(this.Value); return EqualityComparer<T>.Default.GetHashCode(this.Value);
} }
#pragma warning restore CS0809
/// <summary>Returns the fully qualified type name of this instance.</summary> /// <summary>Returns the fully qualified type name of this instance.</summary>
/// <returns>The fully qualified type name.</returns> /// <returns>The fully qualified type name.</returns>