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.
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102 changed files with 2683 additions and 1398 deletions
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@ -1,10 +1,14 @@
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using System;
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#region usings
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using System;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Time
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{
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/// <summary>
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/// Performs intervals.
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/// Performs intervals.
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/// </summary>
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public class Interval : Timer
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{
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@ -24,13 +28,14 @@ namespace SM.Base.Time
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protected override void Stopping(UpdateContext context)
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{
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TriggerEndAction(context);
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if (_stop){base.Stop();}
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if (_stop)
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base.Stop();
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else Reset();
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}
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/// <summary>
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/// This will tell the interval to stop after the next iteration.
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/// <para>To stop immediately use <see cref="Cancel"/></para>
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/// This will tell the interval to stop after the next iteration.
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/// <para>To stop immediately use <see cref="Cancel" /></para>
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/// </summary>
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public override void Stop()
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{
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@ -38,7 +43,7 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// This will stop the interval immediately.
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/// This will stop the interval immediately.
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/// </summary>
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public void Cancel()
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{
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@ -1,22 +1,26 @@
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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.Time
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{
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/// <summary>
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/// Represents a stopwatch.
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/// Represents a stopwatch.
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/// </summary>
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public class Stopwatch
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{
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private static List<Stopwatch> _activeStopwatches = new List<Stopwatch>();
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/// <summary>
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/// Contains how much time already has passed. (in seconds)
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/// Contains how much time already has passed. (in seconds)
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/// </summary>
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public float Elapsed { get; private set; }
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/// <summary>
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/// Starts the stopwatch.
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/// Starts the stopwatch.
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/// </summary>
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public virtual void Start()
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{
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@ -24,7 +28,7 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// Performs a tick.
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/// Performs a tick.
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/// </summary>
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/// <param name="context"></param>
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private protected virtual void Tick(UpdateContext context)
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@ -33,7 +37,7 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// Stops the stopwatch.
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/// Stops the stopwatch.
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/// </summary>
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public virtual void Stop()
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{
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@ -41,7 +45,7 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// Resets the stopwatch.
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/// Resets the stopwatch.
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/// </summary>
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public void Reset()
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{
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@ -50,10 +54,7 @@ namespace SM.Base.Time
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internal static void PerformTicks(UpdateContext context)
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{
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for (var i = 0; i < _activeStopwatches.Count; i++)
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{
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_activeStopwatches[i].Tick(context);
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}
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for (var i = 0; i < _activeStopwatches.Count; i++) _activeStopwatches[i].Tick(context);
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}
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}
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}
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@ -1,31 +1,19 @@
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using System;
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using System.Collections.Generic;
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#region usings
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using System;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Time
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{
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/// <summary>
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/// Timer-System
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/// Timer-System
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/// </summary>
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public class Timer : Stopwatch
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{
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/// <summary>
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/// The target time in seconds.
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/// </summary>
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public float Target { get; private set; }
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/// <summary>
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/// The already elapsed time but normalized to the target.
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/// </summary>
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public float ElapsedNormalized { get; private set; }
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/// <summary>
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/// The event, that is triggered when the timer stops.
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/// </summary>
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public event Action<Timer, UpdateContext> EndAction;
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/// <summary>
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/// Creates a timer with specified seconds.
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/// Creates a timer with specified seconds.
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/// </summary>
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/// <param name="seconds"></param>
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public Timer(float seconds)
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@ -34,14 +22,29 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// Creates a timer with a time span.
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/// Creates a timer with a time span.
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/// </summary>
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/// <param name="timeSpan"></param>
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public Timer(TimeSpan timeSpan)
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{
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Target = (float)timeSpan.TotalSeconds;
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Target = (float) timeSpan.TotalSeconds;
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}
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/// <summary>
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/// The target time in seconds.
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/// </summary>
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public float Target { get; private set; }
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/// <summary>
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/// The already elapsed time but normalized to the target.
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/// </summary>
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public float ElapsedNormalized { get; private set; }
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/// <summary>
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/// The event, that is triggered when the timer stops.
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/// </summary>
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public event Action<Timer, UpdateContext> EndAction;
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/// <inheritdoc />
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public override void Start()
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{
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@ -58,15 +61,16 @@ namespace SM.Base.Time
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}
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/// <summary>
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/// Occurs, when the timer tries to stop.
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/// Occurs, when the timer tries to stop.
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/// </summary>
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protected virtual void Stopping(UpdateContext context)
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{
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EndAction?.Invoke(this, context);
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Stop();
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}
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/// <summary>
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/// This will trigger <see cref="EndAction"/>
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/// This will trigger <see cref="EndAction" />
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/// </summary>
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/// <param name="context"></param>
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protected void TriggerEndAction(UpdateContext context)
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