All delegate events are refactored to use the Event<TSender> and Event<TSender, TArgument> for performance issues regarding delegate events creating garbage, also this gives us better control on event invocation since C# Delegates did also create unnecessary garbage during Delegate.DynamicInvoke
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
namespace Syntriax.Engine.Core;
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public class DrawManager : UniverseObject
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{
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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private readonly ActiveBehaviourCollectorSorted<IPreDraw> preDrawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IDraw> drawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostDraw> postDrawEntities = new() { SortBy = SortByPriority() };
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private void OnPreDraw(IUniverse sender)
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{
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for (int i = preDrawEntities.Count - 1; i >= 0; i--)
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preDrawEntities[i].PreDraw();
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}
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private void OnDraw(IUniverse sender)
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{
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for (int i = drawEntities.Count - 1; i >= 0; i--)
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drawEntities[i].Draw();
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}
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private void OnPostDraw(IUniverse sender)
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{
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for (int i = postDrawEntities.Count - 1; i >= 0; i--)
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postDrawEntities[i].PostDraw();
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}
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protected override void OnEnteringUniverse(IUniverse universe)
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{
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preDrawEntities.Assign(universe);
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drawEntities.Assign(universe);
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postDrawEntities.Assign(universe);
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universe.OnPreDraw.AddListener(OnPreDraw);
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universe.OnDraw.AddListener(OnDraw);
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universe.OnPostDraw.AddListener(OnPostDraw);
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}
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protected override void OnExitingUniverse(IUniverse universe)
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{
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preDrawEntities.Unassign();
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drawEntities.Unassign();
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postDrawEntities.Unassign();
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universe.OnPreDraw.RemoveListener(OnPreDraw);
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universe.OnDraw.RemoveListener(OnDraw);
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universe.OnPostDraw.RemoveListener(OnPostDraw);
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}
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}
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