+ Time controls (Stopwatch, Timers, Intervals) + Added smmeries to everything in SM.Base ~ Renamed Vectors to CVectors.
73 lines
No EOL
2.4 KiB
C#
73 lines
No EOL
2.4 KiB
C#
using System.Collections.Generic;
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using OpenTK;
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using SM.Base.Contexts;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A generic scene that imports different functions.
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/// </summary>
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/// <typeparam name="TCamera">The type of cameras.</typeparam>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericScene<TCamera, TItem> : GenericItemCollection<TItem>
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where TCamera : GenericCamera, new()
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where TItem : IShowItem
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{
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// </summary>
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public TCamera Camera { get; set; }
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/// <summary>
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/// A camera to control the background.
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/// </summary>
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public TCamera BackgroundCamera { get; set; } = new TCamera();
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/// <summary>
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/// A camera to control the HUD.
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/// </summary>
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public TCamera HUDCamera { get; set; } = new TCamera();
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/// <summary>
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/// This contains the background.
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/// </summary>
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protected IBackgroundItem _background;
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/// <summary>
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/// This defines the HUD objects.
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/// </summary>
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public List<TItem> HUD { get; } = new List<TItem>();
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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DrawContext backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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_background?.Draw(backgroundDrawContext);
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base.Draw(context);
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context.View = HUDCamera.CalculateViewMatrix();
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for (int i = 0; i < HUD.Count; i++)
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HUD[i].Draw(context);
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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OnActivating();
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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}
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} |