Loads and loads of small improvements I added while developing on my game

This commit is contained in:
Michel Fedde 2021-03-02 19:54:19 +01:00
parent 41421b1df9
commit a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions

View file

@ -3,8 +3,11 @@
using System;
using System.Collections.Generic;
using System.Dynamic;
using SM.Base.Contexts;
using System.Windows.Controls;
using SM.Base;
using SM.Base.Drawing;
using SM.Base.Windows;
using SM.Utility;
#endregion
@ -13,8 +16,11 @@ namespace SM.Base.Scene
/// <summary>
/// A generic scene, that imports functions for scene control.
/// </summary>
public abstract class GenericScene
public abstract class GenericScene : IInitializable
{
private GenericItemCollection _hud;
private GenericItemCollection _objectCollection;
private IBackgroundItem _background;
private Dictionary<Type, object> _extensions = new Dictionary<Type, object>();
@ -32,11 +38,31 @@ namespace SM.Base.Scene
}
/// <summary>
/// The active camera, that is used if the context doesn't force the viewport camera.
/// <para>If none set, it automaticly uses the viewport camera.</para>
/// Objects inside the scene.
/// </summary>
internal GenericCamera _camera { get; set; }
public GenericItemCollection Objects
{
get => _objectCollection;
set
{
value.Parent = this;
_objectCollection = value;
}
}
/// <summary>
/// This defines the HUD objects.
/// </summary>
public GenericItemCollection HUD
{
get => _hud;
set
{
value.Parent = this;
_hud = value;
}
}
/// <summary>
/// A collection for cameras to switch easier to different cameras.
/// </summary>
@ -45,15 +71,38 @@ namespace SM.Base.Scene
/// <summary>
/// If true, the scene was already initialized.
/// </summary>
public bool IsInitialized { get; private set; }
public bool IsInitialized { get; set; }
/// <summary>
/// If true, shows a axis helper at (0,0,0)
/// </summary>
public bool ShowAxisHelper { get; set; } = false;
/// <summary>
/// The active camera, that is used if the context doesn't force the viewport camera.
/// <para>If none set, it automaticly uses the viewport camera.</para>
/// </summary>
public GenericCamera Camera { get; set; }
/// <summary>
/// A camera to control the background.
/// </summary>
public GenericCamera BackgroundCamera { get; set; }
/// <summary>
/// A camera to control the HUD.
/// </summary>
public GenericCamera HUDCamera { get; set; }
/// <summary>
/// Updates this scene.
/// </summary>
/// <param name="context"></param>
public virtual void Update(UpdateContext context)
{
_objectCollection?.Update(context);
_hud?.Update(context);
}
/// <summary>
@ -61,15 +110,61 @@ namespace SM.Base.Scene
/// </summary>
public virtual void Draw(DrawContext context)
{
DrawBackground(context);
DrawMainObjects(context);
DrawHUD(context);
DrawDebug(context);
}
/// <summary>
/// Draws only the background.
/// </summary>
/// <param name="context"></param>
public void DrawBackground(DrawContext context)
{
var backgroundDrawContext = context;
backgroundDrawContext.SetCamera(BackgroundCamera);
_Background?.Draw(backgroundDrawContext);
}
/// <summary>
/// Draws only the main objects
/// </summary>
/// <param name="context"></param>
public void DrawMainObjects(DrawContext context)
{
if (!context.Window.ForceViewportCamera && Camera != null) context.SetCamera(Camera);
_objectCollection.Draw(context);
}
/// <summary>
/// Draws only the HUD
/// </summary>
/// <param name="context"></param>
public void DrawHUD(DrawContext context)
{
context.SetCamera(HUDCamera);
_hud?.Draw(context);
}
/// <summary>
/// Draw the debug informations.
/// </summary>
/// <param name="context"></param>
public virtual void DrawDebug(DrawContext context)
{
}
/// <summary>
/// Adds a extension to the scene.
/// </summary>
/// <param name="extension"></param>
public virtual void SetExtension(object extension)
{
_extensions[extension.GetType()] = extension;
_extensions[extension.GetType()] = extension;
}
/// <summary>
@ -89,32 +184,19 @@ namespace SM.Base.Scene
return (T)ext;
}
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
internal void Activate()
{
if (!IsInitialized)
{
OnInitialization();
IsInitialized = true;
}
OnActivating();
public virtual void Activate()
{
}
/// <summary>
/// Called, when the user activates the scene for the first time.
/// </summary>
protected virtual void OnInitialization()
{ }
public virtual void Initialization()
{
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
protected virtual void OnActivating()
{ }
}
public virtual void Deactivate() {}
}
/// <summary>
@ -123,117 +205,43 @@ namespace SM.Base.Scene
/// <typeparam name="TCamera">The type of cameras.</typeparam>
/// <typeparam name="TItem">The type of show items.</typeparam>
/// <typeparam name="TCollection">The type for collections</typeparam>
public abstract class GenericScene<TCamera, TCollection, TItem> : GenericScene
public abstract class GenericScene<TCamera, TCollection> : GenericScene
where TCamera : GenericCamera, new()
where TCollection : GenericItemCollection<TItem>, new()
where TItem : IShowItem
where TCollection : GenericItemCollection, new()
{
private TCollection _hud = new TCollection();
private TCollection _objectCollection = new TCollection();
/// <summary>
/// If true, shows a axis helper at (0,0,0)
/// </summary>
public bool ShowAxisHelper { get; set; } = false;
/// <summary>
/// The active camera, that is used if the context doesn't force the viewport camera.
/// <para>If none set, it automaticly uses the viewport camera.</para>
/// </summary>
public TCamera Camera => (TCamera) _camera;
/// <summary>
/// A camera to control the background.
/// </summary>
public TCamera BackgroundCamera { get; set; } = new TCamera();
/// <summary>
/// A camera to control the HUD.
/// </summary>
public TCamera HUDCamera { get; set; } = new TCamera();
/// <summary>
/// Objects inside the scene.
/// </summary>
public TCollection Objects
public new TCollection Objects
{
get => _objectCollection;
set
get => (TCollection) base.Objects;
set => base.Objects = value;
}
public new TCollection HUD
{
get
{
value.Parent = this;
_objectCollection = value;
base.HUD ??= new TCollection();
return (TCollection) base.HUD;
}
set => base.HUD = value;
}
/// <summary>
/// This defines the HUD objects.
/// </summary>
public TCollection HUD
public new TCamera Camera
{
get => _hud;
set
{
value.Parent = this;
_hud = value;
}
get => (TCamera) base.Camera;
set => base.Camera = value;
}
/// <inheritdoc />
public override void Update(UpdateContext context)
public new TCamera HUDCamera
{
_objectCollection.Update(context);
_hud.Update(context);
get => (TCamera) base.HUDCamera;
set => base.HUDCamera = value;
}
/// <inheritdoc />
public override void Draw(DrawContext context)
public new TCamera BackgroundCamera
{
DrawBackground(context);
DrawMainObjects(context);
DrawHUD(context);
DrawDebug(context);
get => (TCamera) base.BackgroundCamera;
set => base.BackgroundCamera = value;
}
/// <summary>
/// Draws only the background.
/// </summary>
/// <param name="context"></param>
public void DrawBackground(DrawContext context)
{
var backgroundDrawContext = context;
backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
_Background?.Draw(backgroundDrawContext);
}
/// <summary>
/// Draws only the main objects
/// </summary>
/// <param name="context"></param>
public void DrawMainObjects(DrawContext context)
{
if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
_objectCollection.Draw(context);
}
/// <summary>
/// Draws only the HUD
/// </summary>
/// <param name="context"></param>
public void DrawHUD(DrawContext context)
{
context.View = HUDCamera.CalculateViewMatrix();
_hud.Draw(context);
}
/// <summary>
/// Draw the debug informations.
/// </summary>
/// <param name="context"></param>
public virtual void DrawDebug(DrawContext context)
{
}
}
}