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

@ -4,20 +4,38 @@ using System.Collections.Generic;
using System.Drawing;
using OpenTK;
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base;
using SM.Base.Drawing;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.Base.Textures;
using SM.Base.Windows;
using SM.OGL.Texture;
using SM2D.Scene;
#endregion
namespace SM2D.Drawing
{
public class DrawBackground : IBackgroundItem
public class DrawBackground : DrawingBasis, IBackgroundItem
{
private Material _material = new Material();
public Color4 Color
{
get => Material.Tint;
set => Material.Tint = value;
}
public TextureBase Texture
{
get => Material.Texture;
set
{
if (Material.Tint == Color4.Black) Material.Tint = Color4.White;
Material.Texture = value;
}
}
public DrawBackground() : this(Color4.Black) {}
public DrawBackground(Color4 color)
{
@ -35,41 +53,12 @@ namespace SM2D.Drawing
Texture = (Texture) texture;
}
public Color4 Color
protected override void DrawContext(ref DrawContext context)
{
get => _material.Tint;
set => _material.Tint = value;
}
public TextureBase Texture
{
get => _material.Texture;
set => _material.Texture = value;
}
public object Parent { get; set; }
public string Name { get; set; } = "Background";
public ICollection<string> Flags { get; set; } = new string[0];
public void Update(UpdateContext context)
{
}
public void Draw(DrawContext context)
{
context.Material = _material;
context.Mesh = Plate.Object;
context.ModelMaster = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
base.DrawContext(ref context);
context.ModelMatrix = Matrix4.CreateScale((context.UseCamera as Camera).WorldScale.X, (context.UseCamera as Camera).WorldScale.Y, 1);
context.Shader.Draw(context);
}
public void OnAdded(object sender)
{
}
public void OnRemoved(object sender)
{
}
}
}