using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace MLEM.Ui.Elements { public class CustomDrawGroup : Group { public Matrix Transform; public BeginDelegate BeginImpl; public CustomDrawGroup(Anchor anchor, Vector2 size, Matrix? transform = null, BeginDelegate beginImpl = null, bool setHeightBasedOnChildren = true) : base(anchor, size, setHeightBasedOnChildren) { this.Transform = transform ?? Matrix.Identity; this.BeginImpl = beginImpl ?? ((time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix)); } public delegate void BeginDelegate(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix); public override void Draw(GameTime time, SpriteBatch batch, float alpha) { // this is left empty because child components are drawn in DrawEarly } public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) { var mat = matrix * this.Transform; this.BeginImpl(time, batch, alpha, blendState, samplerState, mat); // draw child components in custom begin call base.Draw(time, batch, alpha); batch.End(); base.DrawEarly(time, batch, alpha, blendState, samplerState, mat); } } }