Loads and loads of small improvements I added while developing on my game
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107 changed files with 2278 additions and 1023 deletions
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@ -2,8 +2,10 @@
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using SM.Base.Contexts;
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using OpenTK;
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using SM.Base;
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using SM.Base.Drawing;
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using SM.Base.Windows;
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#endregion
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@ -12,9 +14,7 @@ namespace SM.Base.Scene
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/// <summary>
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/// Contains a list of show items.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericItemCollection<TItem> : List<TItem>, IShowItem, IShowCollection<TItem>, IScriptable
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where TItem : IShowItem
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public abstract class GenericItemCollection : List<IShowItem>, IShowItem, IShowCollection, IScriptable
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{
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private List<IScriptable> _scriptableObjects = new List<IScriptable>();
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@ -23,7 +23,7 @@ namespace SM.Base.Scene
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/// </summary>
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public ReadOnlyCollection<IScriptable> ScriptableObjects => new ReadOnlyCollection<IScriptable>(_scriptableObjects);
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/// <inheritdoc />
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public List<TItem> Objects => this;
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public List<IShowItem> Objects => this;
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/// <inheritdoc />
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public object Parent { get; set; }
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@ -34,20 +34,32 @@ namespace SM.Base.Scene
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/// <inheritdoc />
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public ICollection<string> Flags { get; set; } = new List<string>() {"collection"};
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public bool Active { get; set; } = true;
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public bool UpdateActive { get; set; } = true;
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public bool RenderActive { get; set; } = true;
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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if (!Active || !UpdateActive) return;
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for (var i = 0; i < _scriptableObjects.Count; i++)
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{
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if (!_scriptableObjects[i].Active) continue;
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_scriptableObjects[i].Update(context);
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}
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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/// <inheritdoc cref="IShowCollection.Draw" />
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public virtual void Draw(DrawContext context)
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{
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context.LastPassthough = this;
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if (!Active || !RenderActive) return;
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for (var i = 0; i < Objects.Count; i++)
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{
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if (!this[i].Active) continue;
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this[i].Draw(context);
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}
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}
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/// <inheritdoc />
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@ -63,20 +75,22 @@ namespace SM.Base.Scene
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/// <summary>
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/// Adds a item to the draw and the script collection, when applicable.
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/// </summary>
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public new void Add(TItem item)
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public new void Add(params IShowItem[] items)
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{
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AddObject(item);
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if (item is IScriptable scriptable)
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AddScript(scriptable);
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foreach (var item in items)
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{
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AddObject(item);
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if (item is IScriptable scriptable)
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AddScript(scriptable);
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}
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}
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/// <summary>
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/// Adds the object to the collection.
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/// </summary>
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/// <param name="item"></param>
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public void AddObject(TItem item)
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public void AddObject(IShowItem item)
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{
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base.Add(item);
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item.Parent = this;
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@ -91,23 +105,22 @@ namespace SM.Base.Scene
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_scriptableObjects.Add(item);
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}
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/// <summary>
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/// Removes a item from the draw and script collection, when applicable.
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/// </summary>
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/// <param name="item"></param>
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public new void Remove(TItem item)
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public new void Remove(params IShowItem[] items)
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{
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RemoveObject(item);
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foreach (var item in items)
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{
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RemoveObject(item);
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if (item.GetType().IsAssignableFrom(typeof(IScriptable)))
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RemoveScript((IScriptable)item);
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if (item is IScriptable scriptable)
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RemoveScript(scriptable);
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}
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}
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/// <summary>
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/// Remove the object from the draw collection.
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/// </summary>
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/// <param name="item"></param>
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public void RemoveObject(TItem item)
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public void RemoveObject(IShowItem item)
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{
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base.Remove(item);
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item.Parent = null;
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@ -123,15 +136,27 @@ namespace SM.Base.Scene
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_scriptableObjects.Remove(item);
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}
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public ICollection<IShowItem> GetAllItems(bool includeCollections = false)
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{
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List<IShowItem> items = new List<IShowItem>();
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for (var i = 0; i < this.Count; i++)
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{
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if (!includeCollections && this[i] is IShowCollection) continue;
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items.Add(this[i]);
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}
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return items;
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}
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/// <summary>
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/// Returns a object with this name or the default, if not available.
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/// <para>Not reclusive.</para>
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public TItem GetItemByName(string name)
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public IShowItem GetItemByName(string name)
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{
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TItem obj = default;
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IShowItem obj = default;
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for (var i = 0; i < Count; i++)
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if (this[i].Name == name)
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{
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@ -148,7 +173,7 @@ namespace SM.Base.Scene
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/// </summary>
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/// <typeparam name="TGetItem">Type of return</typeparam>
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public TGetItem GetItemByName<TGetItem>(string name)
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where TGetItem : TItem
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where TGetItem : IShowItem
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{
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return (TGetItem) GetItemByName(name);
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}
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@ -157,9 +182,9 @@ namespace SM.Base.Scene
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/// Returns all object that have this flag.
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/// <para>Only in this list.</para>
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/// </summary>
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public ICollection<TItem> GetItemsWithFlag(string flag)
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public ICollection<IShowItem> GetItemsWithFlag(string flag)
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{
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var list = new List<TItem>();
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var list = new List<IShowItem>();
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for (var i = 0; i < Count; i++)
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{
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var obj = this[i];
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@ -176,19 +201,19 @@ namespace SM.Base.Scene
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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/// <typeparam name="TTransformation">The type of transformation.</typeparam>
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public abstract class GenericItemCollection<TItem, TTransformation> : GenericItemCollection<TItem>
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where TItem : IShowItem
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public abstract class GenericItemCollection<TTransformation> : GenericItemCollection, IShowTransformItem<TTransformation>
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// Transformation of the collection
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/// </summary>
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public TTransformation Transform = new TTransformation();
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public TTransformation Transform { get; set; } = new TTransformation();
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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context.ModelMaster = Transform.GetMatrix() * context.ModelMaster;
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Transform.LastMaster = context.ModelMatrix;
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context.ModelMatrix = Transform.MergeMatrix(context.ModelMatrix);
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base.Draw(context);
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}
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