30.09.2020
+ Mouse support + Started to add summaries to SM.Base
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16366fa015
commit
7acdba92f8
21 changed files with 325 additions and 58 deletions
39
SMCode/SM.Base/Controls/Mouse.cs
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39
SMCode/SM.Base/Controls/Mouse.cs
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@ -0,0 +1,39 @@
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using System;
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using OpenTK;
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using OpenTK.Input;
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namespace SM.Base.Controls
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{
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/// <summary>
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/// Mouse controller
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/// </summary>
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/// <typeparam name="TWindow">The type of window this controller is connected to.</typeparam>
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public class Mouse<TWindow>
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where TWindow : GenericWindow
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{
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/// <summary>
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/// The window it is connected to.
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/// </summary>
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protected TWindow _window;
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/// <summary>
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/// The current position of the mouse in the screen.
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/// </summary>
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public Vector2 InScreen { get; private set; }
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/// <summary>
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/// The current position of the mouse in the screen from 0..1.
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/// </summary>
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public Vector2 InScreenNormalized { get; private set; }
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protected internal Mouse(TWindow window)
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{
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_window = window;
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}
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protected void MouseMoveEvent(MouseMoveEventArgs mmea)
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{
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InScreen = new Vector2(mmea.X, mmea.Y);
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InScreenNormalized = new Vector2(mmea.X / (float)_window.Width, mmea.Y / (float)_window.Height);
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}
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}
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}
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@ -1,12 +1,13 @@
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using SM.Base.Objects;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.OGL.Mesh;
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namespace SM.Base
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{
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public class Defaults
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{
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public static IShader DefaultShader;
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public static Mesh DefaultMesh = Plate.Object;
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public static GenericMesh DefaultMesh = Plate.Object;
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}
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}
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@ -4,9 +4,18 @@ using SM.OGL.Mesh;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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public abstract class DrawingBasis : IShowItem
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{
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/// <summary>
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/// The material it should use.
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/// </summary>
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protected Material _material = new Material();
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/// <summary>
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/// The mesh it should use.
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/// </summary>
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protected GenericMesh _mesh = Defaults.DefaultMesh;
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public virtual void Update(UpdateContext context)
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{
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@ -14,14 +23,25 @@ namespace SM.Base.Scene
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}
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public virtual void Draw(DrawContext context)
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{ }
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{
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}
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/// <summary>
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/// Applies the current settings to the context.
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/// </summary>
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/// <param name="context"></param>
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protected void ApplyContext(ref DrawContext context)
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{
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_material.Shader ??= Defaults.DefaultShader;
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context.Material = _material;
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context.Mesh = _mesh;
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}
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}
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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/// <typeparam name="TTransformation">The transformation type</typeparam>
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public abstract class DrawingBasis<TTransformation> : DrawingBasis
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where TTransformation : GenericTransformation, new()
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{
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@ -2,8 +2,15 @@
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains methods for using transformations right.
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/// </summary>
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public abstract class GenericTransformation
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{
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/// <summary>
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/// Calculates the current matrix.
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/// </summary>
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/// <returns>The current matrix.</returns>
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public abstract Matrix4 GetMatrix();
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}
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}
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@ -4,8 +4,15 @@ using SM.Base.Contexts;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A general interface to work with material shaders properly.
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/// </summary>
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public interface IShader
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{
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/// <summary>
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/// Draws the context.
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/// </summary>
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/// <param name="context">The context</param>
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void Draw(DrawContext context);
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}
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}
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@ -2,10 +2,22 @@
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namespace SM.Base.Scene
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{
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/// <summary>
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/// This represens a drawing instance.
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/// </summary>
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public struct Instance
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{
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/// <summary>
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/// The model matrix.
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/// </summary>
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public Matrix4 ModelMatrix;
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/// <summary>
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/// The texture offset.
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/// </summary>
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public Vector2 TexturePosition;
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/// <summary>
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/// The texture scale.
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/// </summary>
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public Vector2 TextureScale;
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}
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}
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@ -3,11 +3,24 @@ using SM.OGL.Texture;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Represents a material.
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/// </summary>
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public class Material
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{
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/// <summary>
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/// The base texture. (aka. Diffuse Texture)
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/// </summary>
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public TextureBase Texture;
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/// <summary>
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/// The tint or color.
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/// </summary>
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public Color4 Tint = Color4.White;
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/// <summary>
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/// A shader, that is used to draw this material.
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/// <para>Default: Defaults.DefaultShaders </para>
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/// </summary>
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public IShader Shader = Defaults.DefaultShader;
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}
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}
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@ -1,11 +1,18 @@
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Mesh;
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namespace SM.Base.Objects.Static
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{
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public class Plate : Mesh
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/// <summary>
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/// A basic plate
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/// </summary>
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public class Plate : GenericMesh
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{
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/// <summary>
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/// The object.
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/// </summary>
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public static Plate Object = new Plate();
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public override VBO Vertex { get; } = new VBO()
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@ -47,6 +47,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Controls\Mouse.cs" />
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<Compile Include="Defaults.cs" />
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<Compile Include="Drawing\DrawingBasis.cs" />
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<Compile Include="Drawing\GenericTransformation.cs" />
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@ -19,7 +19,7 @@ namespace SM.Base.Scene
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public virtual void Draw(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.ViewMatrix;
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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DrawContext backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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@ -33,5 +33,12 @@ namespace SM.Base.Scene
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HUD[i].Draw(context);
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}
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internal void Activate()
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{
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OnActivating();
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}
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protected virtual void OnActivating()
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{ }
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using System.Configuration.Assemblies;
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using OpenTK;
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namespace SM.Base.Types
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@ -41,7 +42,64 @@ namespace SM.Base.Types
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_z = z;
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_w = w;
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}
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#region Set
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protected void Set(float x, float y)
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{
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_X = x;
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_Y = y;
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}
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protected void Set(OpenTK.Vector2 vector)
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{
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Set(vector.X, vector.Y);
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}
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protected void Set(float x, float y, float z)
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{
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Set(x,y);
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_Z = z;
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}
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protected void Set(OpenTK.Vector3 vector)
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{
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Set(vector.X, vector.Y, vector.Z);
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}
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protected void Set(float x, float y, float z, float w)
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{
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Set(x,y,z);
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_W = w;
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}
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protected void Set(OpenTK.Vector4 vector)
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{
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Set(vector.X, vector.Y, vector.Z, vector.W);
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}
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#endregion
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#region Add
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protected void Add(OpenTK.Vector2 vector)
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{
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_X += vector.X;
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_Y += vector.Y;
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}
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protected void Add(OpenTK.Vector3 vector)
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{
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_X += vector.X;
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_Y += vector.Y;
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_Z += vector.Z;
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}
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protected void Add(OpenTK.Vector4 vector)
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{
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_X += vector.X;
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_Y += vector.Y;
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_Z += vector.Z;
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_W += vector.W;
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}
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#endregion
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public static implicit operator OpenTK.Vector2(Vector v) => new OpenTK.Vector2(v._x, v._y);
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public static implicit operator OpenTK.Vector3(Vector v) => new OpenTK.Vector3(v._x, v._y, v._z);
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public static implicit operator OpenTK.Vector4(Vector v) => new OpenTK.Vector4(v._x, v._y, v._z, v._w);
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@ -23,6 +23,10 @@
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public Vector2(float x, float y) : base(x,y, default, default) {}
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protected Vector2(float x, float y, float z, float w) : base(x, y, z, w) {}
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public new void Set(float x, float y) => base.Set(x, y);
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public new void Set(OpenTK.Vector2 vector) => base.Set(vector);
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public new void Add(OpenTK.Vector2 vector) => base.Add(vector);
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public static implicit operator Vector2(OpenTK.Vector2 v) => new Vector2(v.X, v.Y);
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}
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@ -3,32 +3,28 @@ using System.IO;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Input;
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using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.OGL;
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using SM.OGL.Shaders;
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using SM.Utility;
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namespace SM.Base
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{
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public class GenericWindow<TScene, TItem, TCamera> : GameWindow
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where TScene : GenericScene<TCamera, TItem>, new()
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where TItem : IShowItem
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where TCamera : GenericCamera, new()
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public abstract class GenericWindow : GameWindow
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{
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private TCamera _viewportCamera;
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private bool _loading = false;
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public TScene CurrentScene { get; private set; }
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public bool ForceViewportCamera { get; set; } = false;
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public Vector2? Scaling { get; set; }
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public Vector2 WorldScale { get; private set; }= Vector2.Zero;
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protected Vector2 _worldScale = Vector2.Zero;
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public float Aspect { get; private set; } = 0f;
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public GenericWindow() : base(1280, 720, GraphicsMode.Default, "Testing", GameWindowFlags.Default, DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
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{
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_viewportCamera = new TCamera();
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}
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protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default,
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DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
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{ }
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protected override void OnLoad(EventArgs e)
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{
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@ -44,18 +40,74 @@ namespace SM.Base
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$"----------------------------------\n");
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base.OnLoad(e);
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_loading = true;
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}
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protected override void OnResize(EventArgs e)
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{
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base.OnResize(e);
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Aspect = (float)Width / Height;
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_worldScale = new Vector2(Width, Height);
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SetWorldScale();
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GL.Viewport(ClientRectangle);
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if (_loading)
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{
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_loading = false;
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OnLoaded();
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}
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}
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protected virtual void OnLoaded()
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{
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}
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protected virtual void SetWorldScale() { }
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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Deltatime.UpdateDelta = (float)e.Time;
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}
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public void GrabCursor(bool makeItInvisible = true)
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{
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CursorGrabbed = true;
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CursorVisible = !makeItInvisible;
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}
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public void UngrabCursor()
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{
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CursorGrabbed = false;
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if (!CursorVisible) CursorVisible = true;
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}
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}
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public abstract class GenericWindow<TScene, TItem, TCamera> : GenericWindow
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where TScene : GenericScene<TCamera, TItem>, new()
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where TItem : IShowItem
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where TCamera : GenericCamera, new()
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{
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public TCamera ViewportCamera { get; }
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public TScene CurrentScene { get; private set; }
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protected GenericWindow()
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{
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ViewportCamera = new TCamera();
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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DrawContext drawContext = new DrawContext()
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{
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World = _viewportCamera.World,
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View = _viewportCamera.CalculateViewMatrix(),
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World = ViewportCamera.World,
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View = ViewportCamera.CalculateViewMatrix(),
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Instances = new[] { new Instance {ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One } },
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Mesh = Plate.Object,
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ForceViewport = ForceViewportCamera,
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WorldScale = WorldScale
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WorldScale = _worldScale
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};
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base.OnRenderFrame(e);
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@ -71,30 +123,13 @@ namespace SM.Base
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{
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base.OnResize(e);
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Aspect = (float)Width / Height;
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WorldScale = new Vector2(Width, Height);
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if (Scaling.HasValue)
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{
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if (Scaling.Value.X > 0 && Scaling.Value.Y > 0) WorldScale = Scaling.Value;
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else if(Scaling.Value.X > 0) WorldScale = new Vector2(Scaling.Value.X, Scaling.Value.X / Aspect);
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else if(Scaling.Value.Y > 0) WorldScale = new Vector2(Aspect * Scaling.Value.Y, Scaling.Value.Y);
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}
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GL.Viewport(ClientRectangle);
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_viewportCamera.RecalculateWorld(WorldScale, Aspect);
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ViewportCamera.RecalculateWorld(_worldScale, Aspect);
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}
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public virtual void SetScene(TScene scene)
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{
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CurrentScene = scene;
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scene.Activate();
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}
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}
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public enum WindowScaling
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{
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None,
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Width,
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Height,
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FixedSize
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}
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}
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