Loads and loads of small improvements I added while developing on my game
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41421b1df9
commit
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107 changed files with 2278 additions and 1023 deletions
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@ -2,30 +2,30 @@
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base;
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using SM.Base.Drawing;
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using SM.Base.Objects;
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using SM.Base.Textures;
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using SM.Base.Windows;
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using SM.OGL.Mesh;
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using SM2D.Object;
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using SM2D.Scene;
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using SM2D.Types;
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namespace SM2D.Drawing
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{
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public class DrawObject2D : DrawingBasis<Transformation>, I2DShowItem
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public class DrawObject2D : DrawingBasis<Transformation>
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{
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public int ZIndex { get; set; }
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public Texture Texture
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{
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get => (Texture) _material.Texture;
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set => _material.Texture = value;
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get => (Texture) Material.Texture;
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set => Material.Texture = value;
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}
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public Color4 Color
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{
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get => _material.Tint;
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set => _material.Tint = value;
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get => Material.Tint;
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set => Material.Tint = value;
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}
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protected override void DrawContext(ref DrawContext context)
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@ -33,37 +33,32 @@ namespace SM2D.Drawing
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base.DrawContext(ref context);
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context.Shader.Draw(context);
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}
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public void SetShader(MaterialShader shader) => Material.CustomShader = shader;
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public Material GetMaterialReference() => _material;
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public void SetMaterialReference(Material material) => _material = material;
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public void SetShader(MaterialShader shader) => _material.CustomShader = shader;
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public Polygon ApplyPolygon(ICollection<Vector2> vertices)
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public Polygon ApplyPolygon(ICollection<Vector2> vertices, bool centerUVs = false)
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{
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Polygon polygon = new Polygon(vertices);
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_mesh = polygon;
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Mesh = polygon;
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return polygon;
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}
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public Polygon ApplyPolygon(ICollection<PolygonVertex> vertices)
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public Polygon ApplyPolygon(ICollection<PolygonVertex> vertices, bool centerUVs = false)
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{
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Polygon polygon = new Polygon(vertices);
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_mesh = polygon;
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Mesh = polygon;
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return polygon;
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}
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public void ApplyPolygon(Polygon polygon)
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{
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_mesh = polygon;
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Mesh = polygon;
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}
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public void ApplyMesh(Mesh mesh) => _mesh = mesh;
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public Polygon ApplyCircle(int segments = 32)
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public Polygon ApplyCircle(int segments = 32, bool centerUVs = false)
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{
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Polygon pol = Polygon.GenerateCircle(segments);
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_mesh = pol;
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Mesh = pol;
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return pol;
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}
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}
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}
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