feat: More Control Over Displayables

This commit is contained in:
Syntriax 2023-11-27 10:37:39 +03:00
parent cd75c14d83
commit 12bbfdceaf
12 changed files with 676 additions and 86 deletions

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@ -0,0 +1,8 @@
using Microsoft.Xna.Framework.Graphics;
namespace Syntriax.Engine.Core.Abstract;
public interface IDisplayable
{
public void Draw(SpriteBatch spriteBatch);
}

View File

@ -8,10 +8,6 @@ namespace Syntriax.Engine.Core.Abstract;
public interface ISprite
{
Action<ISprite>? OnTextureChanged { get; set; }
Action<ISprite>? OnColorChanged { get; set; }
Action<ISprite>? OnDepthChanged { get; set; }
Texture2D Texture2D { get; set; }
Color Color { get; set; }
float Depth { get; set; }
}

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@ -1,42 +0,0 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Syntriax.Engine.Core.Abstract;
using ISprite = Syntriax.Engine.Core.Abstract.ISprite;
namespace Syntriax.Engine.Core.Behaviours;
public class DrawableSpriteBehaviour : Behaviour, IDrawBehaviour, IAssignableSprite
{
public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
private ISprite _sprite = null!;
public ISprite Sprite => _sprite;
public void Draw(SpriteBatch spriteBatch)
{
if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
return;
Vector2 position = BehaviourController.GameObject.Transform.Position;
Vector2 scale = BehaviourController.GameObject.Transform.Scale;
Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
spriteBatch.Draw(Sprite.Texture2D, rectangle, Sprite.Color);
}
public bool Assign(ISprite sprite)
{
_sprite = sprite;
OnSpriteAssigned?.Invoke(this);
return true;
}
public DrawableSpriteBehaviour() => OnUnassigned += OnUnassign;
private void OnUnassign(IAssignable assignable) => _sprite = null!;
}

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@ -1,9 +0,0 @@
using Microsoft.Xna.Framework.Graphics;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core.Behaviours;
public interface IDrawBehaviour : IBehaviour
{
public void Draw(SpriteBatch spriteBatch);
}

View File

@ -126,7 +126,7 @@ public class GameManager : IEntity
spriteBatch.Begin();
foreach (var gameObject in GameObjects)
if (gameObject.BehaviourController.TryGetBehaviour<Behaviours.IDrawBehaviour>(out var drawable))
if (gameObject.BehaviourController.TryGetBehaviour<IDisplayable>(out var drawable))
drawable.Draw(spriteBatch);
spriteBatch.End();

View File

@ -11,12 +11,8 @@ namespace Syntriax.Engine.Core;
public class Sprite : ISprite
{
public Action<ISprite>? OnTextureChanged { get; set; }
public Action<ISprite>? OnColorChanged { get; set; }
public Action<ISprite>? OnDepthChanged { get; set; }
private Texture2D _texture = null!;
private Color _color = Color.White;
private float _depth = 0f;
public Texture2D Texture2D
{
@ -30,30 +26,4 @@ public class Sprite : ISprite
OnTextureChanged?.Invoke(this);
}
}
public Color Color
{
get => _color;
set
{
if (_color == value)
return;
_color = value;
OnColorChanged?.Invoke(this);
}
}
public float Depth
{
get => _depth;
set
{
if (_depth == value)
return;
_depth = value;
OnDepthChanged?.Invoke(this);
}
}
}

484
Engine.Graphics/.gitignore vendored Normal file
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@ -0,0 +1,484 @@
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@ -0,0 +1,16 @@
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@ -0,0 +1,20 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Graphics.TwoDimensional.Abstract;
public interface IDisplayableSprite : IDisplayable, IAssignableSprite
{
Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; }
Action<IDisplayableSprite>? OnOriginChanged { get; set; }
Action<IDisplayableSprite>? OnColorChanged { get; set; }
Action<IDisplayableSprite>? OnDepthChanged { get; set; }
SpriteEffects SpriteEffects { get; set; }
Vector2 Origin { get; set; }
Color Color { get; set; }
float Depth { get; set; }
}

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@ -0,0 +1,116 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Graphics.TwoDimensional.Abstract;
namespace Syntriax.Engine.Graphics.TwoDimensional;
public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssignableSprite
{
public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
public Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; } = null;
public Action<IDisplayableSprite>? OnOriginChanged { get; set; } = null;
public Action<IDisplayableSprite>? OnColorChanged { get; set; } = null;
public Action<IDisplayableSprite>? OnDepthChanged { get; set; } = null;
private ISprite _sprite = null!;
private Color _color = Color.White;
private float _depth = 0f;
private SpriteEffects _spriteEffects = SpriteEffects.None;
private Vector2 _origin = Vector2.One * .5f;
public ISprite Sprite => _sprite;
public SpriteEffects SpriteEffects
{
get => _spriteEffects;
set
{
if (_spriteEffects == value)
return;
_spriteEffects = value;
OnSpriteEffectsChanged?.Invoke(this);
}
}
public Vector2 Origin
{
get => _origin;
set
{
if (_origin == value)
return;
_origin = value;
OnOriginChanged?.Invoke(this);
}
}
public Color Color
{
get => _color;
set
{
if (_color == value)
return;
_color = value;
OnColorChanged?.Invoke(this);
}
}
public float Depth
{
get => _depth;
set
{
if (_depth == value)
return;
_depth = value;
OnDepthChanged?.Invoke(this);
}
}
public void Draw(SpriteBatch spriteBatch)
{
if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
return;
ITransform transform = BehaviourController.GameObject.Transform;
Vector2 position = transform.Position;
Vector2 scale = transform.Scale;
Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, Origin, SpriteEffects, Depth);
}
public bool Assign(ISprite sprite)
{
_sprite = sprite;
OnSpriteAssigned?.Invoke(this);
return true;
}
public DisplayableSpriteBehaviour() => OnUnassigned += OnUnassign;
public DisplayableSpriteBehaviour(
Color? color = null,
float? depth = null,
SpriteEffects? spriteEffects = null,
Vector2? origin = null)
{
OnUnassigned += OnUnassign;
_color = color ?? _color;
_depth = depth ?? _depth;
_spriteEffects = spriteEffects ?? _spriteEffects;
_origin = origin ?? _origin;
}
private void OnUnassign(IAssignable assignable) => _sprite = null!;
}

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@ -7,6 +7,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Core", "Engine.Core\
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