Holidays 12.10. -> 25.10.2020
~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
This commit is contained in:
parent
2c00dbd31a
commit
03b3942732
102 changed files with 2683 additions and 1398 deletions
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@ -1,41 +1,52 @@
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using OpenTK;
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#region usings
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using OpenTK;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Controller for a camera
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/// Controller for a camera
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/// </summary>
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public abstract class GenericCamera
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{
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/// <summary>
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/// The matrix for the orthographic world.
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/// The matrix for the orthographic world.
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/// </summary>
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public static Matrix4 OrthographicWorld { get; protected set; }
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/// <summary>
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/// The matrix for the perspective world.
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/// The matrix for the perspective world.
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/// </summary>
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public static Matrix4 PerspectiveWorld { get; protected set; }
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/// <summary>
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/// This defines what is up. (Normalized)
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/// <para>Default: <see cref="Vector3.UnitY"/></para>
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/// This defines what is up. (Normalized)
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/// <para>Default: <see cref="Vector3.UnitY" /></para>
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/// </summary>
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public static Vector3 UpVector { get; set; } = Vector3.UnitY;
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/// <summary>
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/// Contains the view matrix of this camera.
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/// <para>Default: <see cref="Matrix4.Identity"/></para>
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/// Contains the view matrix of this camera.
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/// <para>Default: <see cref="Matrix4.Identity" /></para>
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/// </summary>
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public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
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/// <summary>
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/// Returns the world matrix that is connected to this camera.
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/// Returns the world matrix that is connected to this camera.
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/// </summary>
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public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
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/// <summary>
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/// Calculates the view matrix.
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/// Represents if the camera is orthographic.
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/// </summary>
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/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix"/></returns>
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public abstract bool Orthographic { get; }
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/// <summary>
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/// Calculates the view matrix.
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/// </summary>
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/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix" /></returns>
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internal Matrix4 CalculateViewMatrix()
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{
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ViewMatrix = ViewCalculation();
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@ -43,18 +54,17 @@ namespace SM.Base.Scene
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}
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/// <summary>
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/// This calculates the view matrix.
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/// This calculates the view matrix.
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/// </summary>
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/// <returns>The new view matrix. This is the returns for <see cref="CalculateViewMatrix"/> and the next value for <see cref="ViewMatrix"/>. </returns>
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/// <returns>
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/// The new view matrix. This is the returns for <see cref="CalculateViewMatrix" /> and the next value for
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/// <see cref="ViewMatrix" />.
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/// </returns>
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protected abstract Matrix4 ViewCalculation();
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/// <summary>
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/// Represents if the camera is orthographic.
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/// </summary>
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public abstract bool Orthographic { get; }
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/// <summary>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera"/> to calculate the world.</para>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera" /> to calculate the world.</para>
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/// </summary>
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/// <param name="world">The world scale</param>
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/// <param name="aspect">The aspect ratio from the window.</param>
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@ -1,10 +1,14 @@
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using System.Collections.Generic;
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#region usings
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using System.Collections.Generic;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains a list of show items.
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/// Contains a list of show items.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericItemCollection<TItem> : List<TItem>, IShowItem, IShowCollection<TItem>
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@ -22,8 +26,32 @@ namespace SM.Base.Scene
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/// <inheritdoc />
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public ICollection<string> Flags { get; set; } = new[] {"collection"};
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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for (var i = 0; i < Objects.Count; i++)
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this[i].Update(context);
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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public virtual void Draw(DrawContext context)
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{
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for (var i = 0; i < Objects.Count; i++)
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this[i].Draw(context);
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}
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/// <inheritdoc />
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public virtual void OnAdded(object sender)
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{
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}
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/// <inheritdoc />
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public virtual void OnRemoved(object sender)
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{
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}
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/// <summary>
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/// Adds a item.
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/// Adds a item.
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/// </summary>
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public new void Add(TItem item)
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{
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@ -33,7 +61,7 @@ namespace SM.Base.Scene
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}
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/// <summary>
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/// Removes a item.
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/// Removes a item.
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/// </summary>
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/// <param name="item"></param>
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public new void Remove(TItem item)
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@ -43,72 +71,46 @@ namespace SM.Base.Scene
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item.OnRemoved(this);
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}
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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for(int i = 0; i < Objects.Count; i++)
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this[i].Update(context);
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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public virtual void Draw(DrawContext context)
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{
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for (int i = 0; i < Objects.Count; i++)
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this[i].Draw(context);
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}
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/// <inheritdoc />
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public virtual void OnAdded(object sender)
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{
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}
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/// <inheritdoc />
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public virtual void OnRemoved(object sender)
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{ }
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/// <summary>
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/// Returns a object with this name or the default, if not available.
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/// <para>Not reclusive.</para>
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/// Returns a object with this name or the default, if not available.
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/// <para>Not reclusive.</para>
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public TItem GetItemByName(string name)
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{
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TItem obj = default;
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for (var i = 0; i < this.Count; i++)
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{
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for (var i = 0; i < Count; i++)
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if (this[i].Name == name)
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{
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obj = this[i];
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break;
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}
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}
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return obj;
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}
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/// <summary>
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/// Returns a object with this name or the default if not available.
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/// <para>Not reclusive.</para>
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/// Returns a object with this name or the default if not available.
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/// <para>Not reclusive.</para>
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/// </summary>
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/// <typeparam name="TGetItem">Type of return</typeparam>
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public TGetItem GetItemByName<TGetItem>(string name)
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where TGetItem : TItem
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{
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return (TGetItem)GetItemByName(name);
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return (TGetItem) GetItemByName(name);
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}
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/// <summary>
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/// Returns all object that have this flag.
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/// <para>Only in this list.</para>
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/// Returns all object that have this flag.
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/// <para>Only in this list.</para>
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/// </summary>
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public ICollection<TItem> GetItemsWithFlag(string flag)
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{
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List<TItem> list = new List<TItem>();
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for (var i = 0; i < this.Count; i++)
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var list = new List<TItem>();
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for (var i = 0; i < Count; i++)
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{
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TItem obj = this[i];
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var obj = this[i];
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if (obj.Flags.Contains(flag)) list.Add(obj);
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}
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}
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/// <summary>
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/// Contains a list of show items with transformation.
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/// Contains a list of show items with transformation.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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/// <typeparam name="TTransformation">The type of transformation.</typeparam>
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@ -126,7 +128,7 @@ namespace SM.Base.Scene
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// Transformation of the collection
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/// Transformation of the collection
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/// </summary>
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public TTransformation Transform = new TTransformation();
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public override void Draw(DrawContext context)
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{
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context.ModelMaster = Transform.GetMatrix() * context.ModelMaster;
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base.Draw(context);
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}
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}
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@ -1,19 +1,22 @@
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using System;
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#region usings
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using System.Collections.Generic;
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using OpenTK;
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using System.Dynamic;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A generic scene, that imports functions for scene control.
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/// A generic scene, that imports functions for scene control.
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/// </summary>
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public abstract class GenericScene
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{
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private IBackgroundItem _background;
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/// <summary>
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/// This contains the background.
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/// This contains the background.
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/// </summary>
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protected IBackgroundItem _Background
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{
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_background = value;
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}
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}
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public bool IsInitialized { get; private set; }
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/// <summary>
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/// Updates this scene.
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/// Updates this scene.
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/// </summary>
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/// <param name="context"></param>
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public virtual void Update(UpdateContext context)
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{
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}
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/// <summary>
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/// Draws this scene.
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/// Draws this scene.
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/// </summary>
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public virtual void Draw(DrawContext context)
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{
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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if (!IsInitialized)
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{
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OnInitialization();
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IsInitialized = true;
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}
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OnActivating();
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// Called, when the user activates the scene for the first time.
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/// </summary>
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protected virtual void OnInitialization()
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{ }
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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{
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}
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}
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/// <summary>
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/// A generic scene that imports different functions.
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/// A generic scene that imports different functions.
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/// </summary>
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/// <typeparam name="TCamera">The type of cameras.</typeparam>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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where TCollection : GenericItemCollection<TItem>, new()
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where TItem : IShowItem
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{
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private TCollection _objectCollection = new TCollection();
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private TCollection _hud = new TCollection();
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private TCollection _objectCollection = new TCollection();
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// </summary>
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public TCamera Camera { get; set; }
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/// <summary>
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/// A camera to control the background.
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/// A camera to control the background.
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/// </summary>
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public TCamera BackgroundCamera { get; set; } = new TCamera();
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/// <summary>
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/// A camera to control the HUD.
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/// A camera to control the HUD.
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/// </summary>
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public TCamera HUDCamera { get; set; } = new TCamera();
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/// <summary>
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/// Objects inside the scene.
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/// Objects inside the scene.
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/// </summary>
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public TCollection Objects
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{
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}
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/// <summary>
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/// This defines the HUD objects.
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/// This defines the HUD objects.
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/// </summary>
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public TCollection HUD
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{
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_hud = value;
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}
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}
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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/// <inheritdoc />
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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DrawBackground(context);
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DrawContext backgroundDrawContext = context;
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DrawMainObjects(context);
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DrawHUD(context);
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}
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public void DrawBackground(DrawContext context)
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{
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var backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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_Background?.Draw(backgroundDrawContext);
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}
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public void DrawMainObjects(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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_objectCollection.Draw(context);
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}
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public void DrawHUD(DrawContext context)
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{
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context.View = HUDCamera.CalculateViewMatrix();
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_hud.Draw(context);
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}
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A iteration of <see cref="IShowItem"/> to reduce clutter.
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/// A iteration of <see cref="IShowItem" /> to reduce clutter.
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/// </summary>
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public interface IBackgroundItem : IShowItem
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{
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}
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}
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@ -1,21 +1,25 @@
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using System.Collections.Generic;
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#region usings
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using System.Collections.Generic;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Adds functions, that is required for a collection.
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/// Adds functions, that is required for a collection.
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/// </summary>
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/// <typeparam name="TItem">The type of show item.</typeparam>
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public interface IShowCollection<TItem> where TItem : IShowItem
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{
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/// <summary>
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/// The object collection.
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/// The object collection.
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/// </summary>
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List<TItem> Objects { get; }
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/// <summary>
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/// This draws the objects in the <see cref="Objects"/> list.
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/// This draws the objects in the <see cref="Objects" /> list.
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/// </summary>
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/// <param name="context">The context how the objects need to be drawn.</param>
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void Draw(DrawContext context);
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|
|
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|
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@ -1,45 +1,51 @@
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using System.Collections.Generic;
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#region usings
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using System.Collections.Generic;
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using SM.Base.Contexts;
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|
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#endregion
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|
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Adds requirements to object, to be properly used as a update and/or draw item.
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/// Adds requirements to object, to be properly used as a update and/or draw item.
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/// </summary>
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public interface IShowItem
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{
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/// <summary>
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/// Parent of the object.
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/// Parent of the object.
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/// </summary>
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object Parent { get; set; }
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/// <summary>
|
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/// Contains the name for the object.
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/// Contains the name for the object.
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/// </summary>
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string Name { get; set; }
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||||
/// <summary>
|
||||
/// Contains specific flags for the object.
|
||||
/// Contains specific flags for the object.
|
||||
/// </summary>
|
||||
ICollection<string> Flags { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Tells the object to update own systems.
|
||||
/// Tells the object to update own systems.
|
||||
/// </summary>
|
||||
/// <param name="context">The update context</param>
|
||||
void Update(UpdateContext context);
|
||||
|
||||
/// <summary>
|
||||
/// Tells the object to draw its object.
|
||||
/// Tells the object to draw its object.
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
void Draw(DrawContext context);
|
||||
|
||||
/// <summary>
|
||||
/// Action, that is called, when the object was added to a GenericItemCollection.
|
||||
/// Action, that is called, when the object was added to a GenericItemCollection.
|
||||
/// </summary>
|
||||
void OnAdded(object sender);
|
||||
|
||||
/// <summary>
|
||||
/// Action, that is called, when the object was removed from a GenericItemCollection.
|
||||
/// Action, that is called, when the object was removed from a GenericItemCollection.
|
||||
/// </summary>
|
||||
void OnRemoved(object sender);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue