26 Sep 2021
General: + Added Summaries Renderer ------- SM.Base: + SM.Base.Controls.Mouse now has a feature to disable tracking. + Replaced Bloom Effect with the similar system how blender use it. + You can now disable ANY post processing effects. + Interpolation for CVectors. + MathUtils + RenderPipelines now have a central list for post processing effects. ~ Log-System is now ignored if a debugger is attached. ~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform. ~ Improved Text Rendering SM.OGL: + ColorAttachments now contain a reference to the framebuffer its connected. + ColorAttachments can now have a own size. + Framebuffer.Append(string key, Vector2 size, int pos) +Framebuffers now have a method to completely reset itself. + Framebuffers now have a Blit-method called "CopyTo". ~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object. ~ Renderbuffers now are a class and contain the ID by itself. ~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1 Optionals: Controls: + Framecache for the GameController.GetState()
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61 changed files with 1529 additions and 818 deletions
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@ -18,10 +18,20 @@ namespace SM.Base.Controls
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private static MouseState? _mouseState;
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private static List<MouseButton> _lastButtonsPressed = new List<MouseButton>();
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private static Vector2 _inScreen;
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/// <summary>
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/// The current position of the mouse in the screen.
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/// Gets or sets the current position of the mouse in the screen.
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/// </summary>
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public static Vector2 InScreen { get; private set; }
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public static Vector2 InScreen
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{
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get => _inScreen;
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set
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{
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_inScreen = value;
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UpdateNormalized(SMRenderer.CurrentWindow);
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}
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}
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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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@ -40,6 +50,16 @@ namespace SM.Base.Controls
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/// </summary>
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public static bool RightClick => IsDown(MouseButton.Right, true);
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/// <summary>
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/// If true, it disables the tracking of the mouse, allowing you to change the <see cref="InScreen"/> value, without the system replacing it again.
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/// </summary>
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public static bool StopTracking { get; set; }
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private static void UpdateNormalized(IGenericWindow window)
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{
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InScreenNormalized = new Vector2(_inScreen.X / (float)window.Width, _inScreen.Y / (float)window.Height);
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}
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/// <summary>
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/// The event to update the values.
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/// </summary>
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@ -47,8 +67,10 @@ namespace SM.Base.Controls
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/// <param name="window">The window where the mouse is checked</param>
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internal static void MouseMoveEvent(MouseMoveEventArgs mmea, IGenericWindow window)
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{
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if (StopTracking) return;
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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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UpdateNormalized(window);
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}
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internal static void SetState()
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