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54 lines
No EOL
2.6 KiB
C#
54 lines
No EOL
2.6 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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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 TransformCallback TransformGetter;
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private BeginDelegate beginImpl;
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private bool isDefaultBegin;
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public BeginDelegate BeginImpl {
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get => this.beginImpl;
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set {
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this.beginImpl = value ?? ((element, time, batch, alpha, blendState, samplerState, matrix) => batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix));
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this.isDefaultBegin = value == null;
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}
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}
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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.TransformGetter = transformGetter ?? ((element, time, matrix) => Matrix.Identity);
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this.BeginImpl = beginImpl;
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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var transform = this.Transform ?? this.TransformGetter(this, time, matrix);
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var customDraw = !this.isDefaultBegin || transform != Matrix.Identity;
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var mat = matrix * transform;
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if (customDraw) {
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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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this.BeginImpl(this, time, batch, alpha, blendState, samplerState, mat);
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}
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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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if (customDraw) {
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// end our draw
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batch.End();
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// begin the usual draw again for other elements
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batch.Begin(SpriteSortMode.Deferred, blendState, samplerState, null, null, null, matrix);
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}
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}
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public void ScaleOrigin(float scale, Vector2? origin = null) {
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this.Transform = Matrix.CreateScale(scale, scale, 0) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.DisplayArea.Center), 0));
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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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} |