01.10.2020

+ Time controls (Stopwatch, Timers, Intervals)
+ Added smmeries to everything in SM.Base

~ Renamed Vectors to CVectors.
This commit is contained in:
Michel Fedde 2020-10-01 15:39:03 +02:00
parent 7acdba92f8
commit 97e638d9d9
44 changed files with 1092 additions and 289 deletions

View file

@ -25,11 +25,19 @@ namespace SM.Base.Controls
/// </summary> /// </summary>
public Vector2 InScreenNormalized { get; private set; } public Vector2 InScreenNormalized { get; private set; }
/// <summary>
/// The constructor
/// </summary>
/// <param name="window">The window, its listen to.</param>
protected internal Mouse(TWindow window) protected internal Mouse(TWindow window)
{ {
_window = window; _window = window;
} }
/// <summary>
/// The event to update the values.
/// </summary>
/// <param name="mmea">The event args.</param>
protected void MouseMoveEvent(MouseMoveEventArgs mmea) protected void MouseMoveEvent(MouseMoveEventArgs mmea)
{ {
InScreen = new Vector2(mmea.X, mmea.Y); InScreen = new Vector2(mmea.X, mmea.Y);

View file

@ -2,12 +2,27 @@
using SM.Base.Objects.Static; using SM.Base.Objects.Static;
using SM.Base.Scene; using SM.Base.Scene;
using SM.OGL.Mesh; using SM.OGL.Mesh;
using SM.Utility;
namespace SM.Base namespace SM.Base
{ {
/// <summary>
/// The default options.
/// </summary>
public class Defaults public class Defaults
{ {
/// <summary>
/// The default shader.
/// </summary>
public static IShader DefaultShader; public static IShader DefaultShader;
/// <summary>
/// The default mesh.
/// </summary>
public static GenericMesh DefaultMesh = Plate.Object; public static GenericMesh DefaultMesh = Plate.Object;
/// <summary>
/// The default deltatime helper.
/// </summary>
public static Deltatime DefaultDeltatime = new Deltatime();
} }
} }

View file

@ -17,11 +17,14 @@ namespace SM.Base.Scene
/// The mesh it should use. /// The mesh it should use.
/// </summary> /// </summary>
protected GenericMesh _mesh = Defaults.DefaultMesh; protected GenericMesh _mesh = Defaults.DefaultMesh;
/// <inheritdoc />
public virtual void Update(UpdateContext context) public virtual void Update(UpdateContext context)
{ {
} }
/// <inheritdoc />
public virtual void Draw(DrawContext context) public virtual void Draw(DrawContext context)
{ {
} }
@ -45,6 +48,9 @@ namespace SM.Base.Scene
public abstract class DrawingBasis<TTransformation> : DrawingBasis public abstract class DrawingBasis<TTransformation> : DrawingBasis
where TTransformation : GenericTransformation, new() where TTransformation : GenericTransformation, new()
{ {
/// <summary>
/// The current transformation.
/// </summary>
public TTransformation Transform = new TTransformation(); public TTransformation Transform = new TTransformation();
} }
} }

View file

@ -2,10 +2,17 @@
namespace SM.Base.Objects namespace SM.Base.Objects
{ {
/// <inheritdoc />
public class Mesh : GenericMesh public class Mesh : GenericMesh
{ {
/// <summary>
/// Contains vertex colors
/// </summary>
public virtual VBO Color { get; } public virtual VBO Color { get; }
/// <summary>
/// While initializing, it will add the <see cref="Color"/> to the data index.
/// </summary>
protected Mesh() protected Mesh()
{ {
AttribDataIndex.Add(3, Color); AttribDataIndex.Add(3, Color);

View file

@ -15,6 +15,7 @@ namespace SM.Base.Objects.Static
/// </summary> /// </summary>
public static Plate Object = new Plate(); public static Plate Object = new Plate();
/// <inheritdoc />
public override VBO Vertex { get; } = new VBO() public override VBO Vertex { get; } = new VBO()
{ {
{-.5f, -.5f, 0}, {-.5f, -.5f, 0},
@ -23,6 +24,7 @@ namespace SM.Base.Objects.Static
{.5f, -.5f, 0}, {.5f, -.5f, 0},
}; };
/// <inheritdoc />
public override VBO UVs { get; } = new VBO(pointerSize: 2) public override VBO UVs { get; } = new VBO(pointerSize: 2)
{ {
{0, 0}, {0, 0},
@ -31,8 +33,10 @@ namespace SM.Base.Objects.Static
{1, 0}, {1, 0},
}; };
/// <inheritdoc />
public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Quads; public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Quads;
/// <inheritdoc />
public override BoundingBox BoundingBox { get; } = new BoundingBox(new Vector3(-.5f, -.5f, 0), new Vector3(.5f, .5f, 0)); public override BoundingBox BoundingBox { get; } = new BoundingBox(new Vector3(-.5f, -.5f, 0), new Vector3(.5f, .5f, 0));
//public override int[] Indices { get; set; } = new[] {0, 1, 2, 3}; //public override int[] Indices { get; set; } = new[] {0, 1, 2, 3};

View file

@ -22,6 +22,7 @@
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<DocumentationFile>bin\Debug\SM.Base.xml</DocumentationFile>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType> <DebugType>pdbonly</DebugType>
@ -64,12 +65,14 @@
<Compile Include="Text\Font.cs" /> <Compile Include="Text\Font.cs" />
<Compile Include="Text\FontCharStorage.cs" /> <Compile Include="Text\FontCharStorage.cs" />
<Compile Include="Text\TextDrawingBasis.cs" /> <Compile Include="Text\TextDrawingBasis.cs" />
<Compile Include="Types\Vector.cs" /> <Compile Include="Time\Interval.cs" />
<Compile Include="Types\Vector2.cs" /> <Compile Include="Time\Stopwatch.cs" />
<Compile Include="Types\Vector3.cs" /> <Compile Include="Time\Timer.cs" />
<Compile Include="Types\Vector4.cs" /> <Compile Include="Types\CVector.cs" />
<Compile Include="Types\CVector2.cs" />
<Compile Include="Types\CVector3.cs" />
<Compile Include="Types\CVector4.cs" />
<Compile Include="Utility\Assembly.cs" /> <Compile Include="Utility\Assembly.cs" />
<Compile Include="Utility\BezierCurve.cs" />
<Compile Include="Utility\Deltatime.cs" /> <Compile Include="Utility\Deltatime.cs" />
<Compile Include="Utility\Randomize.cs" /> <Compile Include="Utility\Randomize.cs" />
<Compile Include="Window\Contexts\DrawContext.cs" /> <Compile Include="Window\Contexts\DrawContext.cs" />

View file

@ -2,25 +2,62 @@
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
/// <summary>
/// Controller for a camera
/// </summary>
public abstract class GenericCamera public abstract class GenericCamera
{ {
/// <summary>
/// The matrix for the orthographic world.
/// </summary>
public static Matrix4 OrthographicWorld { get; protected set; } public static Matrix4 OrthographicWorld { get; protected set; }
/// <summary>
/// The matrix for the perspective world.
/// </summary>
public static Matrix4 PerspectiveWorld { get; protected set; } public static Matrix4 PerspectiveWorld { get; protected set; }
/// <summary>
/// This defines what is up. (Normalized)
/// <para>Default: <see cref="Vector3.UnitY"/></para>
/// </summary>
public static Vector3 UpVector { get; set; } = Vector3.UnitY; public static Vector3 UpVector { get; set; } = Vector3.UnitY;
public Matrix4 ViewMatrix { get; protected set; } /// <summary>
/// Contains the view matrix of this camera.
/// <para>Default: <see cref="Matrix4.Identity"/></para>
/// </summary>
public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
/// <summary>
/// Returns the world matrix that is connected to this camera.
/// </summary>
public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld; public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
/// <summary>
/// Calculates the view matrix.
/// </summary>
/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix"/></returns>
internal Matrix4 CalculateViewMatrix() internal Matrix4 CalculateViewMatrix()
{ {
ViewMatrix = ViewCalculation(); ViewMatrix = ViewCalculation();
return ViewMatrix; return ViewMatrix;
} }
/// <summary>
/// This calculates the view matrix.
/// </summary>
/// <returns>The new view matrix. This is the returns for <see cref="CalculateViewMatrix"/> and the next value for <see cref="ViewMatrix"/>. </returns>
protected abstract Matrix4 ViewCalculation(); protected abstract Matrix4 ViewCalculation();
/// <summary>
/// Represents if the camera is orthographic.
/// </summary>
public abstract bool Orthographic { get; } public abstract bool Orthographic { get; }
/// <summary>
/// This will calculate the world.
/// <para>This is called on <see cref="GenericWindow{TScene,TItem,TCamera}.ViewportCamera"/> to calculate the world.</para>
/// </summary>
/// <param name="world">The world scale</param>
/// <param name="aspect">The aspect ratio from the window.</param>
public abstract void RecalculateWorld(Vector2 world, float aspect); public abstract void RecalculateWorld(Vector2 world, float aspect);
} }
} }

View file

@ -3,23 +3,50 @@ using SM.Base.Contexts;
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
public abstract class GenericItemCollection<TItem, TTransformation> : IShowItem, IShowCollection<TItem> /// <summary>
/// Contains a list of show items.
/// </summary>
/// <typeparam name="TItem">The type of show items.</typeparam>
public abstract class GenericItemCollection<TItem> : IShowItem, IShowCollection<TItem>
where TItem : IShowItem where TItem : IShowItem
where TTransformation : GenericTransformation, new()
{ {
/// <inheritdoc />
public List<TItem> Objects { get; } = new List<TItem>(); public List<TItem> Objects { get; } = new List<TItem>();
public TTransformation Transform = new TTransformation();
/// <inheritdoc />
public void Update(UpdateContext context) public void Update(UpdateContext context)
{ {
throw new System.NotImplementedException(); throw new System.NotImplementedException();
} }
/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
public virtual void Draw(DrawContext context) public virtual void Draw(DrawContext context)
{ {
context.View = Transform.GetMatrix() * context.View;
for (int i = 0; i < Objects.Count; i++) for (int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context); Objects[i].Draw(context);
} }
} }
/// <summary>
/// Contains a list of show items with transformation.
/// </summary>
/// <typeparam name="TItem">The type of show items.</typeparam>
/// <typeparam name="TTransformation">The type of transformation.</typeparam>
public abstract class GenericItemCollection<TItem, TTransformation> : GenericItemCollection<TItem>
where TItem : IShowItem
where TTransformation : GenericTransformation, new()
{
/// <summary>
/// Transformation of the collection
/// </summary>
public TTransformation Transform = new TTransformation();
/// <inheritdoc />
public override void Draw(DrawContext context)
{
context.View = Transform.GetMatrix() * context.View;
base.Draw(context);
}
}
} }

View file

@ -4,20 +4,44 @@ using SM.Base.Contexts;
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
public abstract class GenericScene<TCamera, TItem> : IShowCollection<TItem> /// <summary>
/// A generic scene that imports different functions.
/// </summary>
/// <typeparam name="TCamera">The type of cameras.</typeparam>
/// <typeparam name="TItem">The type of show items.</typeparam>
public abstract class GenericScene<TCamera, TItem> : GenericItemCollection<TItem>
where TCamera : GenericCamera, new() where TCamera : GenericCamera, new()
where TItem : IShowItem where TItem : IShowItem
{ {
/// <summary>
protected IBackgroundItem _background; /// The active camera, that is used if the context doesn't force the viewport camera.
public List<TItem> HUD { get; } = new List<TItem>(); /// <para>If none set, it automaticly uses the viewport camera.</para>
public List<TItem> Objects { get; } = new List<TItem>(); /// </summary>
public TCamera Camera { get; set; } public TCamera Camera { get; set; }
/// <summary>
/// A camera to control the background.
/// </summary>
public TCamera BackgroundCamera { get; set; } = new TCamera(); public TCamera BackgroundCamera { get; set; } = new TCamera();
/// <summary>
/// A camera to control the HUD.
/// </summary>
public TCamera HUDCamera { get; set; } = new TCamera(); public TCamera HUDCamera { get; set; } = new TCamera();
/// <summary>
/// This contains the background.
/// </summary>
protected IBackgroundItem _background;
/// <summary>
/// This defines the HUD objects.
/// </summary>
public List<TItem> HUD { get; } = new List<TItem>();
/// <summary>
/// A collection for cameras to switch easier to different cameras.
/// </summary>
public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>(); public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
public virtual void Draw(DrawContext context) /// <inheritdoc />
public override void Draw(DrawContext context)
{ {
if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix(); if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
@ -25,19 +49,24 @@ namespace SM.Base.Scene
backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix(); backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
_background?.Draw(backgroundDrawContext); _background?.Draw(backgroundDrawContext);
for(int i = 0; i < Objects.Count; i++) base.Draw(context);
Objects[i].Draw(context);
context.View = HUDCamera.CalculateViewMatrix(); context.View = HUDCamera.CalculateViewMatrix();
for (int i = 0; i < HUD.Count; i++) for (int i = 0; i < HUD.Count; i++)
HUD[i].Draw(context); HUD[i].Draw(context);
} }
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
internal void Activate() internal void Activate()
{ {
OnActivating(); OnActivating();
} }
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
protected virtual void OnActivating() protected virtual void OnActivating()
{ } { }
} }

View file

@ -1,5 +1,8 @@
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
/// <summary>
/// A iteration of <see cref="IShowItem"/> to reduce clutter.
/// </summary>
public interface IBackgroundItem : IShowItem public interface IBackgroundItem : IShowItem
{ {

View file

@ -3,10 +3,21 @@ using SM.Base.Contexts;
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
/// <summary>
/// Adds functions, that is required for a collection.
/// </summary>
/// <typeparam name="TItem">The type of show item.</typeparam>
public interface IShowCollection<TItem> where TItem : IShowItem public interface IShowCollection<TItem> where TItem : IShowItem
{ {
/// <summary>
/// The object collection.
/// </summary>
List<TItem> Objects { get; } List<TItem> Objects { get; }
/// <summary>
/// This draws the objects in the <see cref="Objects"/> list.
/// </summary>
/// <param name="context">The context how the objects need to be drawn.</param>
void Draw(DrawContext context); void Draw(DrawContext context);
} }
} }

View file

@ -2,9 +2,20 @@
namespace SM.Base.Scene namespace SM.Base.Scene
{ {
/// <summary>
/// Adds requirements to object, to be properly used as a update and/or draw item.
/// </summary>
public interface IShowItem public interface IShowItem
{ {
/// <summary>
/// Tells the object to update own systems.
/// </summary>
/// <param name="context">The update context</param>
void Update(UpdateContext context); void Update(UpdateContext context);
/// <summary>
/// Tells the object to draw its object.
/// </summary>
/// <param name="context"></param>
void Draw(DrawContext context); void Draw(DrawContext context);
} }
} }

View file

@ -1,16 +1,29 @@
using System; using System;
using System.Configuration.Assemblies;
using OpenTK;
namespace SM.Data.Fonts namespace SM.Base.Text
{ {
/// <summary>
/// Contains information for a font character.
/// </summary>
[Serializable] [Serializable]
public class CharParameter public struct CharParameter
{ {
/// <summary>
/// The position on the X-axis.
/// </summary>
public int X; public int X;
/// <summary>
/// The width of the character.
/// </summary>
public float Width; public float Width;
public float RelativeX; /// <summary>
public float RelativeWidth; /// The normalized position inside the texture.
/// </summary>
public float NormalizedX;
/// <summary>
/// The normalized width inside the texture.
/// </summary>
public float NormalizedWidth;
} }
} }

View file

@ -5,28 +5,50 @@ using System.Security.Policy;
using OpenTK; using OpenTK;
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
using OpenTK.Input; using OpenTK.Input;
using SM.Base.Textures;
using SM.Data.Fonts; using SM.Data.Fonts;
using SM.OGL.Texture; using SM.OGL.Texture;
namespace SM.Base.Text namespace SM.Base.Text
{ {
public class Font : TextureBase /// <summary>
/// Represents a font.
/// </summary>
public class Font : Texture
{ {
public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>(); /// <inheritdoc />
public override TextureMinFilter Filter { get; set; } = TextureMinFilter.Linear;
public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge; public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge;
/// <summary>
/// The font family, that is used to find the right font.
/// </summary>
public FontFamily FontFamily; public FontFamily FontFamily;
/// <summary>
/// The font style.
/// <para>Default: <see cref="System.Drawing.FontStyle.Regular"/></para>
/// </summary>
public FontStyle FontStyle = FontStyle.Regular; public FontStyle FontStyle = FontStyle.Regular;
/// <summary>
/// The font size.
/// <para>Default: 12</para>
/// </summary>
public float FontSize = 12; public float FontSize = 12;
/// <summary>
/// The char set for the font.
/// <para>Default: <see cref="FontCharStorage.SimpleUTF8"/></para>
/// </summary>
public ICollection<char> CharSet = FontCharStorage.SimpleUTF8; public ICollection<char> CharSet = FontCharStorage.SimpleUTF8;
public int Width { get; private set; } /// <summary>
public int Height { get; private set; } /// This contains all information for the different font character.
public Bitmap Texture { get; private set; } /// </summary>
public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>();
/// <summary>
/// Generates a font from a font family from the specified path.
/// </summary>
/// <param name="path">The specified path</param>
public Font(string path) public Font(string path)
{ {
PrivateFontCollection pfc = new PrivateFontCollection(); PrivateFontCollection pfc = new PrivateFontCollection();
@ -34,16 +56,26 @@ namespace SM.Base.Text
FontFamily = pfc.Families[0]; FontFamily = pfc.Families[0];
} }
/// <summary>
/// Generates a font from a specified font family.
/// </summary>
/// <param name="font">Font-Family</param>
public Font(FontFamily font) public Font(FontFamily font)
{ {
FontFamily = font; FontFamily = font;
} }
/// <summary>
/// Regenerates the texture.
/// </summary>
public void RegenerateTexture() public void RegenerateTexture()
{ {
Bitmap map = new Bitmap(1000,20);
Width = 0; Width = 0;
Height = 0; Height = 0;
Positions = new Dictionary<char, CharParameter>();
Bitmap map = new Bitmap(1000, 20);
Dictionary<char, float[]> charParams = new Dictionary<char, float[]>();
using (System.Drawing.Font f = new System.Drawing.Font(FontFamily, FontSize, FontStyle)) using (System.Drawing.Font f = new System.Drawing.Font(FontFamily, FontSize, FontStyle))
{ {
using (Graphics g = Graphics.FromImage(map)) using (Graphics g = Graphics.FromImage(map))
@ -56,7 +88,7 @@ namespace SM.Base.Text
SizeF size = g.MeasureString(s, f); SizeF size = g.MeasureString(s, f);
try try
{ {
Positions.Add(c, new CharParameter() { Width = size.Width, X = Width }); charParams.Add(c, new[] {size.Width, Width });
} }
catch catch
{ {
@ -71,25 +103,34 @@ namespace SM.Base.Text
map = new Bitmap(Width, Height); map = new Bitmap(Width, Height);
using (Graphics g = Graphics.FromImage(map)) using (Graphics g = Graphics.FromImage(map))
{ {
foreach (KeyValuePair<char, CharParameter> keyValuePair in Positions) foreach (KeyValuePair<char, float[]> keyValuePair in charParams)
{ {
keyValuePair.Value.RelativeX = (keyValuePair.Value.X + 0.00001f) / Width; float normalizedX = (keyValuePair.Value[1] + 0.00001f) / Width;
keyValuePair.Value.RelativeWidth = (keyValuePair.Value.Width) / Width; float normalizedWidth = (keyValuePair.Value[0]) / Width;
g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, keyValuePair.Value.X, 0); CharParameter parameter;
Positions.Add(keyValuePair.Key, parameter = new CharParameter()
{
NormalizedWidth = normalizedWidth,
NormalizedX = normalizedX,
Width = keyValuePair.Value[0],
X = (int)keyValuePair.Value[1]
});
g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, parameter.X, 0);
} }
} }
} }
Texture = map; Map = map;
Recompile();
_id = SM.Base.Textures.Texture.GenerateTexture(map, Filter, WrapMode);
} }
/// <inheritdoc />
protected override void Compile() protected override void Compile()
{ {
base.Compile();
RegenerateTexture(); RegenerateTexture();
base.Compile();
} }
} }
} }

View file

@ -1,7 +1,13 @@
namespace SM.Data.Fonts namespace SM.Data.Fonts
{ {
/// <summary>
/// Contains default char sets.
/// </summary>
public class FontCharStorage public class FontCharStorage
{ {
/// <summary>
/// Contains the english alphabet and the common special character.
/// </summary>
public static readonly char[] SimpleUTF8 = new char[] public static readonly char[] SimpleUTF8 = new char[]
{ {
'!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', '0', '1', '2', '3', '4', '5', '6', '!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', '0', '1', '2', '3', '4', '5', '6',
@ -10,5 +16,13 @@
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u',
'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~' 'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~'
}; };
/// <summary>
/// Contains only numbers.
/// </summary>
public static readonly char[] Numbers = new[]
{
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9'
};
} }
} }

View file

@ -7,12 +7,25 @@ using SM.Data.Fonts;
namespace SM.Base.Text namespace SM.Base.Text
{ {
/// <summary>
/// Defines a basis for text drawing.
/// </summary>
/// <typeparam name="TTransform">Transformation type</typeparam>
public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform> public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform>
where TTransform : GenericTransformation, new() where TTransform : GenericTransformation, new()
{ {
protected Instance[] _modelMatrixs; /// <summary>
/// The different instances for drawing.
/// </summary>
protected Instance[] _instances;
/// <summary>
/// The text, that is drawn.
/// </summary>
protected string _text; protected string _text;
/// <summary>
/// The font.
/// </summary>
public Font Font public Font Font
{ {
get => (Font) _material.Texture; get => (Font) _material.Texture;
@ -23,6 +36,9 @@ namespace SM.Base.Text
} }
} }
/// <summary>
/// The text, that is drawn.
/// </summary>
public string Text public string Text
{ {
get => _text; get => _text;
@ -33,30 +49,47 @@ namespace SM.Base.Text
} }
} }
/// <summary>
/// The font color.
/// </summary>
public Color4 Color public Color4 Color
{ {
get => _material.Tint; get => _material.Tint;
set => _material.Tint = value; set => _material.Tint = value;
} }
/// <summary>
/// The spacing between numbers.
/// <para>Default: 1</para>
/// </summary>
public float Spacing = 1; public float Spacing = 1;
/// <summary>
/// Creates a text object with a font.
/// </summary>
/// <param name="font">The font.</param>
protected TextDrawingBasis(Font font) protected TextDrawingBasis(Font font)
{ {
_material.Texture = font; _material.Texture = font;
} }
/// <inheritdoc />
public override void Draw(DrawContext context) public override void Draw(DrawContext context)
{ {
base.Draw(context); base.Draw(context);
if (_modelMatrixs == null) GenerateMatrixes(); if (_instances == null) GenerateMatrixes();
} }
/// <summary>
/// This generates the instances.
/// </summary>
/// <exception cref="Exception">The font doesn't contain a character that is needed for the text.</exception>
public void GenerateMatrixes() public void GenerateMatrixes()
{ {
if (!Font.WasCompiled) Font.RegenerateTexture(); if (!Font.WasCompiled) Font.RegenerateTexture();
_modelMatrixs = new Instance[_text.Length]; _instances = new Instance[_text.Length];
float x = 0; float x = 0;
CharParameter _last = new CharParameter(); CharParameter _last = new CharParameter();
@ -80,11 +113,11 @@ namespace SM.Base.Text
Matrix4 matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) * Matrix4 matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) *
Matrix4.CreateTranslation(x, 0, 0); Matrix4.CreateTranslation(x, 0, 0);
_modelMatrixs[i] = new Instance _instances[i] = new Instance
{ {
ModelMatrix = matrix, ModelMatrix = matrix,
TexturePosition = new Vector2(parameter.RelativeX, 0), TexturePosition = new Vector2(parameter.NormalizedX, 0),
TextureScale = new Vector2(parameter.RelativeWidth, 1) TextureScale = new Vector2(parameter.NormalizedWidth, 1)
}; };
x += parameter.Width * Spacing; x += parameter.Width * Spacing;

View file

@ -6,13 +6,37 @@ using PixelFormat = System.Drawing.Imaging.PixelFormat;
namespace SM.Base.Textures namespace SM.Base.Textures
{ {
/// <summary>
/// Texture that can be drawn to an object.
/// </summary>
public class Texture : TextureBase public class Texture : TextureBase
{ {
/// <summary>
/// The texture as bitmap.
/// </summary>
public Bitmap Map; public Bitmap Map;
/// <summary>
/// Decides if the bitmap will automatically dispose itself.
/// </summary>
public bool AutoDispose = false; public bool AutoDispose = false;
public Texture(Bitmap map) : this(map, TextureMinFilter.Linear, TextureWrapMode.Repeat) {} /// <summary>
/// Empty constructor
/// </summary>
protected Texture() {}
/// <summary>
/// Creates a texture with only the map.
/// <para>Sets the filter to Linear and WrapMode to Repeat.</para>
/// </summary>
/// <param name="map">The map</param>
public Texture(Bitmap map) : this(map, TextureMinFilter.Linear, TextureWrapMode.Repeat) {}
/// <summary>
/// Creates the texture.
/// </summary>
/// <param name="map">The texture map</param>
/// <param name="filter">The filter</param>
/// <param name="wrapMode">The wrap mode</param>
public Texture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode) public Texture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode)
{ {
Map = map; Map = map;
@ -20,6 +44,8 @@ namespace SM.Base.Textures
WrapMode = wrapMode; WrapMode = wrapMode;
} }
/// <inheritdoc />
protected override void Compile() protected override void Compile()
{ {
base.Compile(); base.Compile();
@ -27,6 +53,22 @@ namespace SM.Base.Textures
_id = GenerateTexture(Map, Filter, WrapMode, AutoDispose); _id = GenerateTexture(Map, Filter, WrapMode, AutoDispose);
} }
/// <inheritdoc />
protected override void Dispose()
{
base.Dispose();
GL.DeleteTexture(this);
}
/// <summary>
/// Generates a OpenGL-texture.
/// </summary>
/// <param name="map">The texture as bitmap</param>
/// <param name="filter">The filter</param>
/// <param name="wrapMode">The wrap mode</param>
/// <param name="dispose">Auto dispose of the bitmap? Default: false</param>
/// <returns></returns>
public static int GenerateTexture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode, bool dispose = false) public static int GenerateTexture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode, bool dispose = false)
{ {
int id = GL.GenTexture(); int id = GL.GenTexture();
@ -58,8 +100,9 @@ namespace SM.Base.Textures
return id; return id;
} }
/// <summary>
/// Converts a bitmap to a texture.
/// </summary>
public static implicit operator Texture(Bitmap map) => new Texture(map); public static implicit operator Texture(Bitmap map) => new Texture(map);
public override TextureMinFilter Filter { get; set; }
public override TextureWrapMode WrapMode { get; set; }
} }
} }

View file

@ -0,0 +1,48 @@
using System;
using SM.Base.Contexts;
namespace SM.Base.Time
{
/// <summary>
/// Performs intervals.
/// </summary>
public class Interval : Timer
{
private bool _stop;
/// <inheritdoc />
public Interval(float seconds) : base(seconds)
{
}
/// <inheritdoc />
public Interval(TimeSpan timeSpan) : base(timeSpan)
{
}
/// <inheritdoc />
protected override void Stopping(UpdateContext context)
{
TriggerEndAction(context);
if (_stop){base.Stop();}
else Reset();
}
/// <summary>
/// This will tell the interval to stop after the next iteration.
/// <para>To stop immediately use <see cref="Cancel"/></para>
/// </summary>
public override void Stop()
{
_stop = true;
}
/// <summary>
/// This will stop the interval immediately.
/// </summary>
public void Cancel()
{
base.Stop();
}
}
}

View file

@ -0,0 +1,59 @@
using System.Collections.Generic;
using SM.Base.Contexts;
namespace SM.Base.Time
{
/// <summary>
/// Represents a stopwatch.
/// </summary>
public class Stopwatch
{
private static List<Stopwatch> _activeStopwatches = new List<Stopwatch>();
/// <summary>
/// Contains how much time already has passed. (in seconds)
/// </summary>
public float Elapsed { get; private set; }
/// <summary>
/// Starts the stopwatch.
/// </summary>
public virtual void Start()
{
_activeStopwatches.Add(this);
}
/// <summary>
/// Performs a tick.
/// </summary>
/// <param name="context"></param>
private protected virtual void Tick(UpdateContext context)
{
Elapsed += context.Deltatime;
}
/// <summary>
/// Stops the stopwatch.
/// </summary>
public virtual void Stop()
{
_activeStopwatches.Remove(this);
}
/// <summary>
/// Resets the stopwatch.
/// </summary>
public void Reset()
{
Elapsed = 0;
}
internal static void PerformTicks(UpdateContext context)
{
for (var i = 0; i < _activeStopwatches.Count; i++)
{
_activeStopwatches[i].Tick(context);
}
}
}
}

View file

@ -0,0 +1,77 @@
using System;
using System.Collections.Generic;
using SM.Base.Contexts;
namespace SM.Base.Time
{
/// <summary>
/// Timer-System
/// </summary>
public class Timer : Stopwatch
{
/// <summary>
/// The target time in seconds.
/// </summary>
public float Target { get; private set; }
/// <summary>
/// The already elapsed time but normalized to the target.
/// </summary>
public float ElapsedNormalized { get; private set; }
/// <summary>
/// The event, that is triggered when the timer stops.
/// </summary>
public event Action<Timer, UpdateContext> EndAction;
/// <summary>
/// Creates a timer with specified seconds.
/// </summary>
/// <param name="seconds"></param>
public Timer(float seconds)
{
Target = seconds;
}
/// <summary>
/// Creates a timer with a time span.
/// </summary>
/// <param name="timeSpan"></param>
public Timer(TimeSpan timeSpan)
{
Target = (float)timeSpan.TotalSeconds;
}
/// <inheritdoc />
public override void Start()
{
base.Start();
Reset();
}
private protected override void Tick(UpdateContext context)
{
base.Tick(context);
ElapsedNormalized = Elapsed / Target;
if (ElapsedNormalized >= 1) Stopping(context);
}
/// <summary>
/// Occurs, when the timer tries to stop.
/// </summary>
protected virtual void Stopping(UpdateContext context)
{
EndAction?.Invoke(this, context);
Stop();
}
/// <summary>
/// This will trigger <see cref="EndAction"/>
/// </summary>
/// <param name="context"></param>
protected void TriggerEndAction(UpdateContext context)
{
EndAction?.Invoke(this, context);
}
}
}

View file

@ -0,0 +1,176 @@
using System;
using System.Configuration.Assemblies;
using System.Diagnostics;
using OpenTK;
namespace SM.Base.Types
{
/// <summary>
/// Represents a base vector-class
/// </summary>
public abstract class CVector
{
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
private float _x = default;
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
private float _y = default;
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
private float _z = default;
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
private float _w = default;
/// <summary>
/// The X-component.
/// </summary>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
protected float _X
{
get => _x;
set => _x = value;
}
/// <summary>
/// The Y-component
/// </summary>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
protected float _Y
{
get => _y;
set => _y = value;
}
/// <summary>
/// The Z-component.
/// </summary>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
protected float _Z
{
get => _z;
set => _z = value;
}
/// <summary>
/// The W-component.
/// </summary>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
protected float _W
{
get => _w;
set => _w = value;
}
/// <summary>
/// Creates a vector by setting every component to the same value.
/// </summary>
protected CVector(float uniform) : this(uniform, uniform, uniform, uniform)
{ }
/// <summary>
/// Creates a vector by setting values for each component.
/// </summary>
protected CVector(float x, float y, float z, float w)
{
_x = x;
_y = y;
_z = z;
_w = w;
}
#region Set
/// <summary>
/// Sets the X and Y-component.
/// </summary>
protected void Set(float x, float y)
{
_X = x;
_Y = y;
}
/// <summary>
/// Sets the X and Y-component from a <see cref="OpenTK.Vector2"/>
/// </summary>
protected void Set(OpenTK.Vector2 vector)
{
Set(vector.X, vector.Y);
}
/// <summary>
/// Sets the X, Y and Z-component.
/// </summary>
protected void Set(float x, float y, float z)
{
Set(x,y);
_Z = z;
}
/// <summary>
/// Sets the X, Y and Z-component from a <see cref="OpenTK.Vector3"/>.
/// </summary>
/// <param name="vector"></param>
protected void Set(OpenTK.Vector3 vector)
{
Set(vector.X, vector.Y, vector.Z);
}
/// <summary>
/// Sets the X, Y, Z and W-component.
/// </summary>
protected void Set(float x, float y, float z, float w)
{
Set(x,y,z);
_W = w;
}
/// <summary>
/// Sets the X, Y, Z and W-component from a <see cref="OpenTK.Vector4"/>.
/// </summary>
protected void Set(OpenTK.Vector4 vector)
{
Set(vector.X, vector.Y, vector.Z, vector.W);
}
#endregion
#region Add
/// <summary>
/// Adds a <see cref="OpenTK.Vector2"/> to the X and Y-component.
/// </summary>
protected void Add(OpenTK.Vector2 vector)
{
_X += vector.X;
_Y += vector.Y;
}
/// <summary>
/// Adds a <see cref="OpenTK.Vector3"/> to the X, Y and Z-component.
/// </summary>
protected void Add(OpenTK.Vector3 vector)
{
_X += vector.X;
_Y += vector.Y;
_Z += vector.Z;
}
/// <summary>
/// Adds a <see cref="OpenTK.Vector4"/> to the X, Y, Z and W-component.
/// </summary>
protected void Add(OpenTK.Vector4 vector)
{
_X += vector.X;
_Y += vector.Y;
_Z += vector.Z;
_W += vector.W;
}
#endregion
/// <summary>
/// Transforms a <see cref="CVector"/> to a <see cref="OpenTK.Vector2"/>
/// </summary>
public static implicit operator OpenTK.Vector2(CVector v) => new OpenTK.Vector2(v._x, v._y);
/// <summary>
/// Transforms a <see cref="CVector"/> to a <see cref="OpenTK.Vector3"/>
/// </summary>
public static implicit operator OpenTK.Vector3(CVector v) => new OpenTK.Vector3(v._x, v._y, v._z);
/// <summary>
/// Transforms a <see cref="CVector"/> to a <see cref="OpenTK.Vector4"/>
/// </summary>
public static implicit operator OpenTK.Vector4(CVector v) => new OpenTK.Vector4(v._x, v._y, v._z, v._w);
}
}

View file

@ -0,0 +1,56 @@
namespace SM.Base.Types
{
/// <summary>
/// Represents a vector of two floats.
/// </summary>
public class CVector2 : CVector
{
/// <summary>
/// X-component
/// </summary>
public float X
{
get => _X;
set => _X = value;
}
/// <summary>
/// Y-component
/// </summary>
public float Y
{
get => _Y;
set => _Y = value;
}
/// <inheritdoc />
public CVector2() : this(0)
{}
/// <inheritdoc />
public CVector2(float uniform) : base(uniform)
{
}
/// <inheritdoc />
public CVector2(float x, float y) : base(x,y, default, default) {}
/// <inheritdoc />
protected CVector2(float x, float y, float z, float w) : base(x, y, z, w) {}
/// <summary>
/// Sets the X and Y-component.
/// </summary>
public new void Set(float x, float y) => base.Set(x, y);
/// <summary>
/// Sets the X and Y-component from a <see cref="OpenTK.Vector2"/>
/// </summary>
public new void Set(OpenTK.Vector2 vector) => base.Set(vector);
/// <summary>
/// Adds a <see cref="OpenTK.Vector2"/> to the X and Y-component.
/// </summary>
public new void Add(OpenTK.Vector2 vector) => base.Add(vector);
}
}

View file

@ -0,0 +1,46 @@
using System.Drawing.Design;
using System.Runtime.InteropServices;
using OpenTK;
namespace SM.Base.Types
{
/// <summary>
/// Represents a Vector of three floats.
/// </summary>
public class CVector3 : CVector2
{
/// <summary>
/// Z-component
/// </summary>
public float Z
{
get => _Z;
set => _Z = value;
}
/// <inheritdoc />
public CVector3(float uniform) : base(uniform)
{ }
/// <inheritdoc />
public CVector3(float x, float y, float z) : base(x, y, z, default)
{ }
/// <inheritdoc />
protected CVector3(float x, float y, float z, float w) : base(x, y, z, w) { }
/// <summary>
/// Sets the X, Y and Z-component.
/// </summary>
public new void Set(float x, float y, float z) => base.Set(x, y, z);
/// <summary>
/// Sets the X, Y and Z-component from a <see cref="OpenTK.Vector3"/>.
/// </summary>
public new void Set(Vector3 vector) => base.Set(vector);
/// <summary>
/// Adds a <see cref="OpenTK.Vector3"/> to the X, Y and Z-component.
/// </summary>
public new void Add(Vector3 vector) => base.Add(vector);
}
}

View file

@ -0,0 +1,42 @@
using OpenTK;
namespace SM.Base.Types
{
/// <summary>
/// Represents a vector of four floats.
/// </summary>
public class CVector4 : CVector3
{
/// <summary>
/// W-component
/// </summary>
public float W
{
get => _W;
set => _W = value;
}
/// <inheritdoc />
public CVector4(float uniform) : base(uniform)
{
}
/// <inheritdoc />
public CVector4(float x, float y, float z, float w) : base(x, y, z, w)
{
}
/// <summary>
/// Sets the X, Y, Z and W-component.
/// </summary>
public new void Set(float x, float y, float z, float w) => base.Set(x, y, z, w);
/// <summary>
/// Sets the X, Y, Z and W-component from a <see cref="OpenTK.Vector4"/>.
/// </summary>
public new void Set(Vector4 vector) => base.Set(vector);
/// <summary>
/// Adds a <see cref="OpenTK.Vector4"/> to the X, Y, Z and W-component.
/// </summary>
public new void Add(Vector4 vector) => base.Add(vector);
}
}

View file

@ -1,110 +0,0 @@
using System;
using System.Configuration.Assemblies;
using OpenTK;
namespace SM.Base.Types
{
public abstract class Vector
{
private float _x = default;
private float _y = default;
private float _z = default;
private float _w = default;
protected float _X
{
get => _x;
set => _x = value;
}
protected float _Y
{
get => _y;
set => _y = value;
}
protected float _Z
{
get => _z;
set => _z = value;
}
protected float _W
{
get => _w;
set => _w = value;
}
protected Vector(float uniform) : this(uniform, uniform, uniform, uniform)
{ }
protected Vector(float x, float y, float z, float w)
{
_x = x;
_y = y;
_z = z;
_w = w;
}
#region Set
protected void Set(float x, float y)
{
_X = x;
_Y = y;
}
protected void Set(OpenTK.Vector2 vector)
{
Set(vector.X, vector.Y);
}
protected void Set(float x, float y, float z)
{
Set(x,y);
_Z = z;
}
protected void Set(OpenTK.Vector3 vector)
{
Set(vector.X, vector.Y, vector.Z);
}
protected void Set(float x, float y, float z, float w)
{
Set(x,y,z);
_W = w;
}
protected void Set(OpenTK.Vector4 vector)
{
Set(vector.X, vector.Y, vector.Z, vector.W);
}
#endregion
#region Add
protected void Add(OpenTK.Vector2 vector)
{
_X += vector.X;
_Y += vector.Y;
}
protected void Add(OpenTK.Vector3 vector)
{
_X += vector.X;
_Y += vector.Y;
_Z += vector.Z;
}
protected void Add(OpenTK.Vector4 vector)
{
_X += vector.X;
_Y += vector.Y;
_Z += vector.Z;
_W += vector.W;
}
#endregion
public static implicit operator OpenTK.Vector2(Vector v) => new OpenTK.Vector2(v._x, v._y);
public static implicit operator OpenTK.Vector3(Vector v) => new OpenTK.Vector3(v._x, v._y, v._z);
public static implicit operator OpenTK.Vector4(Vector v) => new OpenTK.Vector4(v._x, v._y, v._z, v._w);
}
}

View file

@ -1,33 +0,0 @@
namespace SM.Base.Types
{
public class Vector2 : Vector
{
public float X
{
get => _X;
set => _X = value;
}
public float Y
{
get => _Y;
set => _Y = value;
}
public Vector2() : this(0)
{}
public Vector2(float uniform) : base(uniform)
{
}
public Vector2(float x, float y) : base(x,y, default, default) {}
protected Vector2(float x, float y, float z, float w) : base(x, y, z, w) {}
public new void Set(float x, float y) => base.Set(x, y);
public new void Set(OpenTK.Vector2 vector) => base.Set(vector);
public new void Add(OpenTK.Vector2 vector) => base.Add(vector);
public static implicit operator Vector2(OpenTK.Vector2 v) => new Vector2(v.X, v.Y);
}
}

View file

@ -1,23 +0,0 @@
using System.Runtime.InteropServices;
namespace SM.Base.Types
{
public class Vector3 : Vector2
{
public float Z
{
get => _Z;
set => _Z = value;
}
public Vector3(float uniform) : base(uniform)
{ }
public Vector3(float x, float y, float z) : base(x, y, z, default)
{ }
protected Vector3(float x, float y, float z, float w) : base(x, y, z, w) { }
public static implicit operator Vector3(OpenTK.Vector3 v) => new Vector3(v.X, v.Y, v.Z);
}
}

View file

@ -1,21 +0,0 @@
namespace SM.Base.Types
{
public class Vector4 : Vector3
{
public float W
{
get => _W;
set => _W = value;
}
public Vector4(float uniform) : base(uniform)
{
}
public Vector4(float x, float y, float z, float w) : base(x, y, z, w)
{
}
public static implicit operator Vector4(OpenTK.Vector4 v) => new Vector4(v.X, v.Y, v.Z, v.W);
}
}

View file

@ -4,6 +4,9 @@ using System.Reflection;
namespace SM.Utility namespace SM.Utility
{ {
/// <summary>
/// Contains utility functions for handling with assemblies.
/// </summary>
public class AssemblyUtility public class AssemblyUtility
{ {
/// <summary> /// <summary>
@ -22,8 +25,19 @@ namespace SM.Utility
public static string ReadAssemblyFile(string path) { return ReadAssemblyFile(Assembly.GetCallingAssembly(), path); } public static string ReadAssemblyFile(string path) { return ReadAssemblyFile(Assembly.GetCallingAssembly(), path); }
public static Stream GetAssemblyStream(Assembly ass, string path) { return ass.GetManifestResourceStream(ass.GetName().Name + "." + path) ?? throw new InvalidOperationException("Assembly couldn't find resource at path '" + path + "'."); } /// <summary>
/// Returns a stream of a requested resource.
/// </summary>
/// <param name="ass">The assembly the resource is in.</param>
/// <param name="path">The path to the resource.</param>
/// <returns>The stream</returns>
public static Stream GetAssemblyStream(Assembly ass, string path) { return ass.GetManifestResourceStream(path) ?? throw new InvalidOperationException("Assembly couldn't find resource at path '" + path + "'."); }
/// <summary>
/// Returns a stream of a requested resource in the calling assembly.
/// </summary>
/// <param name="path">The path to the resource</param>
/// <returns>The stream</returns>
public static Stream GetAssemblyStream(string path) { return GetAssemblyStream(Assembly.GetCallingAssembly(), path); } public static Stream GetAssemblyStream(string path) { return GetAssemblyStream(Assembly.GetCallingAssembly(), path); }
} }
} }

View file

@ -1,23 +0,0 @@
using System;
namespace SM.Utility
{
public class BezierCurve
{
public static float Calculate(float t, params float[] points)
{
int pointAmount = points.Length;
int itterations = pointAmount - 1;
double x = Math.Pow(1 - t, itterations) * points[0];
for (int i = 1; i < itterations; i++)
{
if (i % 2 == 0) x += itterations * (1 - t) * Math.Pow(t, itterations - 1) * points[i];
else x += itterations * Math.Pow(1 - t, itterations - 1) * t * points[i];
}
x += Math.Pow(t, itterations) * points[pointAmount - 1];
return (float)x;
}
}
}

View file

@ -1,15 +1,40 @@
namespace SM.Utility namespace SM.Utility
{ {
/// <summary>
/// A assistant to control the delta time.
/// </summary>
public class Deltatime public class Deltatime
{ {
/// <summary>
/// The current update delta time.
/// </summary>
public static float UpdateDelta { get; internal set; } public static float UpdateDelta { get; internal set; }
/// <summary>
/// The current render delta time.
/// </summary>
public static float RenderDelta { get; internal set; } public static float RenderDelta { get; internal set; }
/// <summary>
/// If true, it uses <see cref="RenderDelta"/>, otherwise <see cref="UpdateDelta"/>.
/// <para>Default: false</para>
/// </summary>
public bool UseRender; public bool UseRender;
/// <summary>
/// Scaling of the delta time.
/// <para>Default: 1</para>
/// </summary>
public float Scale; public float Scale;
/// <summary>
/// The calculated delta time.
/// </summary>
public float DeltaTime => (UseRender ? RenderDelta : UpdateDelta) * Scale; public float DeltaTime => (UseRender ? RenderDelta : UpdateDelta) * Scale;
/// <summary>
/// Creates a delta time assistant.
/// </summary>
/// <param name="scale">The start scale for the delta time. Default: 1</param>
/// <param name="useRender">If true, it uses <see cref="RenderDelta"/>, otherwise <see cref="UpdateDelta"/>. Default: false</param>
public Deltatime(float scale = 1, bool useRender = false) public Deltatime(float scale = 1, bool useRender = false)
{ {
UseRender = useRender; UseRender = useRender;

View file

@ -2,20 +2,51 @@
namespace SM.Utility namespace SM.Utility
{ {
/// <summary>
/// A global helper class for randomization.
/// </summary>
public class Randomize public class Randomize
{ {
/// <summary>
/// The randomizer.
/// </summary>
public static Random Randomizer = new Random(); public static Random Randomizer = new Random();
/// <summary>
/// Sets the seed for the randomizer.
/// </summary>
/// <param name="seed">The specified seed.</param>
public static void SetSeed(int seed) { Randomizer = new Random(seed); } public static void SetSeed(int seed) { Randomizer = new Random(seed); }
public static bool GetBool(float tolerance) { return Randomizer.NextDouble() > tolerance; } /// <summary>
/// Generates a double and checks if its under the tolerance.
/// </summary>
public static bool GetBool(float tolerance) { return Randomizer.NextDouble() < tolerance; }
/// <summary>
/// Generates a integer.
/// </summary>
public static int GetInt() { return Randomizer.Next(); } public static int GetInt() { return Randomizer.Next(); }
/// <summary>
/// Generates a integer with a maximum.
/// </summary>
public static int GetInt(int max) { return Randomizer.Next(max); } public static int GetInt(int max) { return Randomizer.Next(max); }
/// <summary>
/// Generates a integer with a minimum and maximum
/// </summary>
public static int GetInt(int min, int max) { return Randomizer.Next(min, max); } public static int GetInt(int min, int max) { return Randomizer.Next(min, max); }
/// <summary>
/// Generates a float between 0 and 1.
/// </summary>
public static float GetFloat() { return (float)Randomizer.NextDouble(); } public static float GetFloat() { return (float)Randomizer.NextDouble(); }
/// <summary>
/// Generates a float between 0 and the specified maximum.
/// </summary>
public static float GetFloat(float max) { return (float)Randomizer.NextDouble() * max; } public static float GetFloat(float max) { return (float)Randomizer.NextDouble() * max; }
/// <summary>
/// Generates a float between the specified minimum and the specified maximum.
/// </summary>
public static float GetFloat(float min, float max) { return (float)Randomizer.NextDouble() * max + min; } public static float GetFloat(float min, float max) { return (float)Randomizer.NextDouble() * max + min; }
} }

View file

@ -5,18 +5,42 @@ using SM.OGL.Mesh;
namespace SM.Base.Contexts namespace SM.Base.Contexts
{ {
/// <summary>
/// Contains important information for drawing.
/// </summary>
public struct DrawContext public struct DrawContext
{ {
/// <summary>
/// This says if it was forced to use the viewport camera.
/// </summary>
public bool ForceViewport; public bool ForceViewport;
public bool Instancing;
/// <summary>
/// The current world matrix.
/// </summary>
public Matrix4 World; public Matrix4 World;
/// <summary>
/// The current view matrix.
/// </summary>
public Matrix4 View; public Matrix4 View;
/// <summary>
/// The drawing instances.
/// <para>If there is only one, it's index 0</para>
/// </summary>
public Instance[] Instances; public Instance[] Instances;
/// <summary>
/// The mesh.
/// </summary>
public GenericMesh Mesh; public GenericMesh Mesh;
/// <summary>
/// The material.
/// </summary>
public Material Material; public Material Material;
/// <summary>
/// The current world scale.
/// </summary>
public Vector2 WorldScale; public Vector2 WorldScale;
} }
} }

View file

@ -1,7 +1,26 @@
namespace SM.Base.Contexts using OpenTK.Input;
using SM.Utility;
namespace SM.Base.Contexts
{ {
/// <summary>
/// The update context.
/// </summary>
public struct UpdateContext public struct UpdateContext
{ {
public double Deltatime; /// <summary>
/// The delta time.
/// </summary>
public float Deltatime => Defaults.DefaultDeltatime.DeltaTime;
/// <summary>
/// The current keyboard state.
/// </summary>
public KeyboardState KeyboardState;
/// <summary>
/// The current mouse state.
/// </summary>
public MouseState MouseState;
} }
} }

View file

@ -7,25 +7,36 @@ using OpenTK.Input;
using SM.Base.Contexts; using SM.Base.Contexts;
using SM.Base.Objects.Static; using SM.Base.Objects.Static;
using SM.Base.Scene; using SM.Base.Scene;
using SM.Base.Time;
using SM.OGL; using SM.OGL;
using SM.OGL.Shaders; using SM.OGL.Shaders;
using SM.Utility; using SM.Utility;
namespace SM.Base namespace SM.Base
{ {
/// <summary>
/// The base window.
/// </summary>
public abstract class GenericWindow : GameWindow public abstract class GenericWindow : GameWindow
{ {
private bool _loading = false; private bool _loading = false;
public bool ForceViewportCamera { get; set; } = false;
/// <summary>
/// This tells you the current world scale.
/// </summary>
protected Vector2 _worldScale = Vector2.Zero; protected Vector2 _worldScale = Vector2.Zero;
/// <summary>
/// This tells you the current aspect ratio of this window.
/// </summary>
public float Aspect { get; private set; } = 0f; public float Aspect { get; private set; } = 0f;
/// <inheritdoc />
protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default, protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default,
DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true) DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{ } { }
/// <inheritdoc />
protected override void OnLoad(EventArgs e) protected override void OnLoad(EventArgs e)
{ {
GLSystem.INIT_SYSTEM(); GLSystem.INIT_SYSTEM();
@ -42,6 +53,8 @@ namespace SM.Base
base.OnLoad(e); base.OnLoad(e);
_loading = true; _loading = true;
} }
/// <inheritdoc />
protected override void OnResize(EventArgs e) protected override void OnResize(EventArgs e)
{ {
base.OnResize(e); base.OnResize(e);
@ -58,25 +71,47 @@ namespace SM.Base
} }
} }
/// <summary>
/// This is triggered after all the window-loading has been done.
/// </summary>
protected virtual void OnLoaded() protected virtual void OnLoaded()
{ {
} }
/// <summary>
/// Sets the world scale.
/// </summary>
protected virtual void SetWorldScale() { } protected virtual void SetWorldScale() { }
/// <inheritdoc />
protected override void OnUpdateFrame(FrameEventArgs e) protected override void OnUpdateFrame(FrameEventArgs e)
{ {
base.OnUpdateFrame(e); base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float)e.Time; Deltatime.UpdateDelta = (float)e.Time;
UpdateContext context = new UpdateContext()
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
Stopwatch.PerformTicks(context);
} }
/// <summary>
/// Grabs the cursor and make sure it doesn't leave the window.
/// </summary>
/// <param name="makeItInvisible">If true, it makes the cursor invisible.</param>
public void GrabCursor(bool makeItInvisible = true) public void GrabCursor(bool makeItInvisible = true)
{ {
CursorGrabbed = true; CursorGrabbed = true;
CursorVisible = !makeItInvisible; CursorVisible = !makeItInvisible;
} }
/// <summary>
/// Ungrabs the cursor.
/// </summary>
public void UngrabCursor() public void UngrabCursor()
{ {
CursorGrabbed = false; CursorGrabbed = false;
@ -84,20 +119,38 @@ namespace SM.Base
} }
} }
/// <summary>
/// The base window.
/// </summary>
/// <typeparam name="TScene">The scene type</typeparam>
/// <typeparam name="TItem">The base item type</typeparam>
/// <typeparam name="TCamera">The camera type</typeparam>
public abstract class GenericWindow<TScene, TItem, TCamera> : GenericWindow public abstract class GenericWindow<TScene, TItem, TCamera> : GenericWindow
where TScene : GenericScene<TCamera, TItem>, new() where TScene : GenericScene<TCamera, TItem>, new()
where TItem : IShowItem where TItem : IShowItem
where TCamera : GenericCamera, new() where TCamera : GenericCamera, new()
{ {
/// <summary>
/// The viewport camera.
/// </summary>
public TCamera ViewportCamera { get; } public TCamera ViewportCamera { get; }
/// <summary>
/// This forces the render to use the viewport camera.
/// </summary>
public bool ForceViewportCamera { get; set; } = false;
/// <summary>
/// The current scene.
/// </summary>
public TScene CurrentScene { get; private set; } public TScene CurrentScene { get; private set; }
/// <inheritdoc />
protected GenericWindow() protected GenericWindow()
{ {
ViewportCamera = new TCamera(); ViewportCamera = new TCamera();
} }
/// <inheritdoc />
protected override void OnRenderFrame(FrameEventArgs e) protected override void OnRenderFrame(FrameEventArgs e)
{ {
DrawContext drawContext = new DrawContext() DrawContext drawContext = new DrawContext()
@ -119,6 +172,7 @@ namespace SM.Base
SwapBuffers(); SwapBuffers();
} }
/// <inheritdoc />
protected override void OnResize(EventArgs e) protected override void OnResize(EventArgs e)
{ {
base.OnResize(e); base.OnResize(e);
@ -126,6 +180,10 @@ namespace SM.Base
ViewportCamera.RecalculateWorld(_worldScale, Aspect); ViewportCamera.RecalculateWorld(_worldScale, Aspect);
} }
/// <summary>
/// Sets the scene.
/// </summary>
/// <param name="scene"></param>
public virtual void SetScene(TScene scene) public virtual void SetScene(TScene scene)
{ {
CurrentScene = scene; CurrentScene = scene;

View file

@ -47,6 +47,22 @@ namespace SM.OGL
} }
/// <summary>
/// Is triggered, when something want to dispose this object.
/// </summary>
protected virtual void Dispose() {}
/// <summary>
/// Re-compiles the object.
/// </summary>
public void Recompile()
{
if (!WasCompiled) return;
Dispose();
Compile();
}
/// <summary> /// <summary>
/// Names the object for debugging. /// Names the object for debugging.
/// </summary> /// </summary>

View file

@ -15,11 +15,23 @@ namespace SM.OGL.Texture
/// <summary> /// <summary>
/// The texture filter. /// The texture filter.
/// <para>Default: <see cref="TextureMinFilter.Linear"/></para>
/// </summary> /// </summary>
public abstract TextureMinFilter Filter { get; set; } public virtual TextureMinFilter Filter { get; set; } = TextureMinFilter.Linear;
/// <summary> /// <summary>
/// The wrap mode. /// The wrap mode.
/// <para>Default: <see cref="TextureWrapMode.Repeat"/></para>
/// </summary> /// </summary>
public abstract TextureWrapMode WrapMode { get; set; } public virtual TextureWrapMode WrapMode { get; set; } = TextureWrapMode.Repeat;
/// <summary>
/// The Width of the texture
/// </summary>
public int Width { get; protected set; }
/// <summary>
/// The height of the texture
/// </summary>
public int Height { get; protected set; }
} }
} }

View file

@ -11,13 +11,13 @@ namespace SM2D.Drawing
public DrawText(Font font, string text) : base(font) public DrawText(Font font, string text) : base(font)
{ {
_text = text; _text = text;
Transform.Size = new Vector2(1); Transform.Size = new CVector2(1);
} }
public override void Draw(DrawContext context) public override void Draw(DrawContext context)
{ {
base.Draw(context); base.Draw(context);
context.Instances = _modelMatrixs; context.Instances = _instances;
ApplyContext(ref context); ApplyContext(ref context);
context.View = Transform.GetMatrix() * context.View; context.View = Transform.GetMatrix() * context.View;

View file

@ -7,7 +7,6 @@ using SM.Base.Textures;
using SM.Base.Types; using SM.Base.Types;
using SM2D.Scene; using SM2D.Scene;
using SM2D.Types; using SM2D.Types;
using Vector2 = SM.Base.Types.Vector2;
namespace SM2D.Drawing namespace SM2D.Drawing
{ {
@ -37,7 +36,7 @@ namespace SM2D.Drawing
public override void Draw(DrawContext context) public override void Draw(DrawContext context)
{ {
Transform.Size = new Vector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale); Transform.Size = new CVector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale);
base.Draw(context); base.Draw(context);
} }
} }

View file

@ -1,6 +1,6 @@
using OpenTK; using OpenTK;
using SM.Base.Scene; using SM.Base.Scene;
using Vector2 = SM.Base.Types.Vector2; using SM.Base.Types;
namespace SM2D.Scene namespace SM2D.Scene
{ {
@ -8,7 +8,7 @@ namespace SM2D.Scene
{ {
public override bool Orthographic { get; } = true; public override bool Orthographic { get; } = true;
public Vector2 Position = new Vector2(0); public CVector2 Position = new CVector2(0);
protected override Matrix4 ViewCalculation() protected override Matrix4 ViewCalculation()
{ {

View file

@ -9,7 +9,7 @@ namespace SM2D.Scene
{ {
public ItemCollection() public ItemCollection()
{ {
Transform.Size = new Vector2(1); Transform.Size = new CVector2(1);
} }
public override void Draw(DrawContext context) public override void Draw(DrawContext context)

View file

@ -11,8 +11,8 @@ namespace SM2D.Shader
protected override bool AutoCompile { get; } = true; protected override bool AutoCompile { get; } = true;
public Default2DShader() : base(new ShaderFileCollection( public Default2DShader() : base(new ShaderFileCollection(
AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.vert"), AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.vert"),
AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.frag"))) AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.frag")))
{ {
} }

View file

@ -1,13 +1,13 @@
using OpenTK; using OpenTK;
using SM.Base.Scene; using SM.Base.Scene;
using Vector2 = SM.Base.Types.Vector2; using SM.Base.Types;
namespace SM2D.Types namespace SM2D.Types
{ {
public class Transformation : GenericTransformation public class Transformation : GenericTransformation
{ {
public Vector2 Position = new Vector2(0); public CVector2 Position = new CVector2(0);
public Vector2 Size = new Vector2(50); public CVector2 Size = new CVector2(50);
public float Rotation; public float Rotation;
public override Matrix4 GetMatrix() public override Matrix4 GetMatrix()

View file

@ -1,8 +1,10 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Drawing; using System.Drawing;
using System.Runtime.InteropServices;
using OpenTK; using OpenTK;
using OpenTK.Graphics; using OpenTK.Graphics;
using SM.Base.Time;
using SM2D; using SM2D;
using SM2D.Drawing; using SM2D.Drawing;
using SM2D.Object; using SM2D.Object;
@ -27,7 +29,7 @@ namespace SM_TEST
}; };
window = new GLWindow2D {Scaling = new Vector2(0, 1000)}; window = new GLWindow2D {Scaling = new Vector2(0, 1000)};
window.GrabCursor(); //window.GrabCursor();
window.SetScene(scene = new Scene()); window.SetScene(scene = new Scene());
window.Load += WindowOnLoad; window.Load += WindowOnLoad;
window.RenderFrame += WindowOnUpdateFrame; window.RenderFrame += WindowOnUpdateFrame;
@ -41,9 +43,13 @@ namespace SM_TEST
private static void WindowOnLoad(object sender, EventArgs e) private static void WindowOnLoad(object sender, EventArgs e)
{ {
Interval timer = new Interval(5);
timer.EndAction += (timer1, context) => Console.WriteLine("Interval...");
timer.Start();
col = new ItemCollection() col = new ItemCollection()
{ {
Transform = { Position = new SM.Base.Types.Vector2(0, -400) }, Transform = { Position = new SM.Base.Types.CVector2(0, -400) },
ZIndex = 1 ZIndex = 1
}; };
@ -53,14 +59,14 @@ namespace SM_TEST
}); });
col.Objects.Add(new DrawColor(Color4.Black) col.Objects.Add(new DrawColor(Color4.Black)
{ {
Transform = { Rotation = 45, Position = new SM.Base.Types.Vector2(0, 25) }, Transform = { Rotation = 45, Position = new SM.Base.Types.CVector2(0, 25) },
ZIndex = 2 ZIndex = 2
}); });
scene.Objects.Add(col); scene.Objects.Add(col);
scene.Objects.Add(new DrawText(font, "Testing...") scene.Objects.Add(new DrawText(font, "Testing...")
{ {
Transform = { Position = new SM.Base.Types.Vector2(0, -400)}, Transform = { Position = new SM.Base.Types.CVector2(0, -400)},
Color = Color4.Black Color = Color4.Black
}); });
@ -77,7 +83,7 @@ namespace SM_TEST
new PolygonVertex(new Vector2(0, .25f), new Color4(10,10,10,255)) new PolygonVertex(new Vector2(0, .25f), new Color4(10,10,10,255))
}), Color4.LawnGreen) }), Color4.LawnGreen)
{ {
Transform = {Position = new SM.Base.Types.Vector2(50,0)} Transform = {Position = new SM.Base.Types.CVector2(50,0)}
}); });
scene.Objects.Add(new DrawPolygon(new Polygon(new[] scene.Objects.Add(new DrawPolygon(new Polygon(new[]
{ {
@ -91,7 +97,7 @@ namespace SM_TEST
new PolygonVertex(new Vector2(0, .25f), new Color4(10,10,10,255)) new PolygonVertex(new Vector2(0, .25f), new Color4(10,10,10,255))
}), new Bitmap("soldier_logo.png")) }), new Bitmap("soldier_logo.png"))
{ {
Transform = {Position = new SM.Base.Types.Vector2(-50,0)} Transform = {Position = new SM.Base.Types.CVector2(-50,0)}
}); });
scene.Background.Color = Color4.Beige; scene.Background.Color = Color4.Beige;