feat: basic MonoGame integration implementations added
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@@ -0,0 +1,29 @@
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using System.Collections.Generic;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class DrawableShapeBehaviour : Behaviour2D, IDrawableTriangle, IPreDraw
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{
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private readonly Shape2D shape = new([]);
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private readonly List<Triangle> worldTriangles = [];
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private readonly Shape2D worldShape = new([]);
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protected ColorRGB color = new(255, 255, 255);
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public void PreDraw() => UpdateWorldShape();
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public void Draw(ITriangleBatch triangleBatch)
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{
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worldShape.ToTrianglesConvex(worldTriangles);
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foreach (Triangle triangle in worldTriangles)
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triangleBatch.Draw(new(triangle.C, triangle.B, triangle.A), color);
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}
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protected void UpdateWorldShape() => shape.Transform(Transform, worldShape);
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public DrawableShapeBehaviour() => shape = Shape2D.Triangle;
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public DrawableShapeBehaviour(Shape2D shape) => this.shape = shape;
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public DrawableShapeBehaviour(Shape2D shape, ColorRGB color) { this.shape = shape; this.color = color; }
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}
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Systems.Input;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class KeyboardInputsBehaviour : Behaviour, IButtonInputs<Keys>, IUpdate
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{
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public Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments> OnAnyButtonPressed { get; } = new();
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public Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments> OnAnyButtonReleased { get; } = new();
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private readonly Dictionary<Keys, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>> OnPressed = new(256);
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private readonly Dictionary<Keys, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>> OnReleased = new(256);
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private int cachePressedCurrentlyCount = 0;
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private readonly Keys[] cachePressedCurrently = new Keys[256];
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private int cachePressedPreviouslyCount = 0;
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private readonly Keys[] cachePressedPreviously = new Keys[256];
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public void RegisterOnPress(Keys key, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>.EventHandler callback)
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{
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if (!OnPressed.TryGetValue(key, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? delegateCallback))
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{
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delegateCallback = new();
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OnPressed.Add(key, delegateCallback);
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}
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delegateCallback.AddListener(callback);
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}
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public void UnregisterOnPress(Keys key, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>.EventHandler callback)
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{
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if (OnPressed.TryGetValue(key, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? delegateCallback))
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delegateCallback.RemoveListener(callback);
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}
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public void RegisterOnRelease(Keys key, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>.EventHandler callback)
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{
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if (!OnReleased.TryGetValue(key, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? delegateCallback))
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{
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delegateCallback = new();
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OnReleased.Add(key, delegateCallback);
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}
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delegateCallback.AddListener(callback);
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}
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public void UnregisterOnRelease(Keys key, Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>.EventHandler callback)
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{
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if (OnReleased.TryGetValue(key, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? delegateCallback))
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delegateCallback.RemoveListener(callback);
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}
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public void Update()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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keyboardState.GetPressedKeys(cachePressedCurrently);
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cachePressedCurrentlyCount = keyboardState.GetPressedKeyCount();
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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{
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Keys currentlyPressedKey = cachePressedCurrently[i];
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if (WasPressed(currentlyPressedKey))
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continue;
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if (OnPressed.TryGetValue(currentlyPressedKey, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? callback))
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callback?.Invoke(this, new(currentlyPressedKey));
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OnAnyButtonPressed?.Invoke(this, new(currentlyPressedKey));
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}
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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{
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Keys previouslyPressedKey = cachePressedPreviously[i];
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if (IsPressed(previouslyPressedKey))
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continue;
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if (OnReleased.TryGetValue(previouslyPressedKey, out Event<IButtonInputs<Keys>, IButtonInputs<Keys>.ButtonCallbackArguments>? callback))
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callback?.Invoke(this, new(previouslyPressedKey));
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OnAnyButtonReleased?.Invoke(this, new(previouslyPressedKey));
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}
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Array.Copy(cachePressedCurrently, cachePressedPreviously, cachePressedCurrentlyCount);
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cachePressedPreviouslyCount = cachePressedCurrentlyCount;
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}
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public bool IsPressed(Keys key)
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{
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for (int i = 0; i < cachePressedCurrentlyCount; i++)
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if (cachePressedCurrently[i] == key)
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return true;
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return false;
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}
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private bool WasPressed(Keys key)
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{
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for (int i = 0; i < cachePressedPreviouslyCount; i++)
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if (cachePressedPreviously[i] == key)
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return true;
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return false;
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}
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}
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@@ -0,0 +1,109 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class MonoGameCamera2DBehaviour : BehaviourBase, ICamera2D, IFirstFrameUpdate, IPreDraw
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{
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public event MatrixTransformChangedArguments? OnMatrixTransformChanged = null;
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public event ViewportChangedArguments? OnViewportChanged = null;
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public event ZoomChangedArguments? OnZoomChanged = null;
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private Matrix _matrixTransform = Matrix.Identity;
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private Viewport _viewport = default;
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private float _zoom = 1f;
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public GraphicsDeviceManager Graphics { get; private set; } = null!;
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public ITransform2D Transform { get; private set; } = null!;
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public Matrix MatrixTransform
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{
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get => _matrixTransform;
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set
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{
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if (_matrixTransform == value)
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return;
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_matrixTransform = value;
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OnMatrixTransformChanged?.Invoke(this);
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}
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}
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public Vector2D Position
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{
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get => Transform.Position;
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set => Transform.Position = value;
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}
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public Viewport Viewport
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{
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get => _viewport;
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set
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{
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if (_viewport.Equals(value))
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return;
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_viewport = value;
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OnViewportChanged?.Invoke(this);
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}
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}
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public float Zoom
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{
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get => _zoom;
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set
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{
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float newValue = Syntriax.Engine.Core.Math.Max(0.1f, value);
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if (_zoom == newValue)
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return;
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_zoom = newValue;
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OnZoomChanged?.Invoke(this);
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}
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}
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public float Rotation
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{
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get => Transform.Rotation;
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set => Transform.Rotation = value;
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}
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// TODO This causes delay since OnPreDraw calls assuming this is called in in Update
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public Vector2D ScreenToWorldPosition(Vector2D screenPosition)
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{
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Vector2D worldPosition = Vector2.Transform(screenPosition.ToVector2(), Matrix.Invert(MatrixTransform)).ToVector2D();
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return worldPosition.Scale(EngineConverterExtensions.screenScale);
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}
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public Vector2D WorldToScreenPosition(Vector2D worldPosition)
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{
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Vector2D screenPosition = Vector2.Transform(worldPosition.ToVector2(), MatrixTransform).ToVector2D();
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return screenPosition.Scale(EngineConverterExtensions.screenScale);
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}
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public void FirstActiveFrame()
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{
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Graphics = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.Graphics;
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Viewport = Graphics.GraphicsDevice.Viewport;
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}
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public void PreDraw()
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{
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MatrixTransform =
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Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
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Matrix.CreateRotationZ(Rotation * Syntriax.Engine.Core.Math.DegreeToRadian) *
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Matrix.CreateScale(Transform.Scale.X.Max(Transform.Scale.Y)) *
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Matrix.CreateScale(Zoom) *
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Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
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}
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protected sealed override void InitializeInternal() => Transform = BehaviourController.GetRequiredBehaviour<ITransform2D>();
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protected sealed override void FinalizeInternal() => Transform = null!;
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public delegate void MatrixTransformChangedArguments(MonoGameCamera2DBehaviour sender);
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public delegate void ViewportChangedArguments(MonoGameCamera2DBehaviour sender);
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public delegate void ZoomChangedArguments(MonoGameCamera2DBehaviour sender);
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}
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@@ -0,0 +1,31 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class SpriteBatcher : BehaviourBase, IFirstFrameUpdate, IDraw
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{
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private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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private SpriteBatch spriteBatch = null!;
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private MonoGameCamera2DBehaviour camera2D = null!;
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private readonly ActiveBehaviourCollectorSorted<IDrawableSprite> drawableSprites = new() { SortBy = SortByPriority() };
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public void FirstActiveFrame()
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{
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MonoGameWindowContainer windowContainer = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>();
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camera2D = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameCamera2DBehaviour>();
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spriteBatch = new(windowContainer.Window.GraphicsDevice);
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}
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public void Draw()
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{
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spriteBatch.Begin(transformMatrix: camera2D.MatrixTransform);
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for (int i = 0; i < drawableSprites.Count; i++)
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drawableSprites[i].Draw(spriteBatch);
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spriteBatch.End();
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}
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}
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@@ -0,0 +1,38 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class TriangleBatcher : BehaviourBase, ITriangleBatch, IFirstFrameUpdate, IDraw
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{
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private TriangleBatch triangleBatch = null!;
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private MonoGameCamera2DBehaviour camera2D = null!;
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private readonly ActiveBehaviourCollectorSorted<IDrawableTriangle> drawableShapes = new() { SortBy = SortByAscendingPriority() };
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public void FirstActiveFrame()
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{
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MonoGameWindowContainer windowContainer = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>();
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camera2D = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameCamera2DBehaviour>();
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triangleBatch = new(windowContainer.Window.GraphicsDevice);
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drawableShapes.Unassign();
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drawableShapes.Assign(BehaviourController.UniverseObject.Universe);
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}
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public void Draw()
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{
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triangleBatch.Begin(camera2D.MatrixTransform);
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for (int i = 0; i < drawableShapes.Count; i++)
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drawableShapes[i].Draw(triangleBatch);
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triangleBatch.End();
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}
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public void Begin(Matrix? view = null, Matrix? projection = null) => triangleBatch.Begin(view, projection);
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public void Draw(Triangle triangle, ColorRGBA colorRGBA) => triangleBatch.Draw(triangle, colorRGBA);
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public void End() => triangleBatch.End();
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}
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