mirror of
https://github.com/ClassiCube/ClassiCube.git
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137 lines
No EOL
4.1 KiB
C#
137 lines
No EOL
4.1 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using System.Collections.Generic;
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using ClassicalSharp.Events;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Gui.Screens;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp {
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public sealed class GuiInterface : IGameComponent {
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public int GuiTex, GuiClassicTex, IconsTex;
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Game game;
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IGraphicsApi gfx;
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FpsScreen fpsScreen;
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internal HudScreen hudScreen;
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internal Screen activeScreen;
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internal List<WarningScreen> overlays = new List<WarningScreen>();
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public GuiInterface(Game game) {
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fpsScreen = game.AddComponent(new FpsScreen(game));
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hudScreen = game.AddComponent(new HudScreen(game));
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}
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/// <summary> Gets the screen that the user is currently interacting with. </summary>
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/// <remarks> This means if an overlay is active, it will be over the top of other screens. </remarks>
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public Screen ActiveScreen {
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get { return overlays.Count > 0 ? overlays[0]
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: activeScreen == null ? hudScreen : activeScreen; }
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}
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/// <summary> Gets the non-overlay screen that the user is currently interacting with. </summary>
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/// <remarks> This means if an overlay is active, it will return the screen under it. </remarks>
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public Screen UnderlyingScreen {
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get { return activeScreen == null ? hudScreen : activeScreen; }
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}
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public void OnNewMap(Game game) { }
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public void OnNewMapLoaded(Game game) { }
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public void Ready(Game game) { }
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public void Init(Game game) {
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this.game = game;
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gfx = game.Graphics;
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game.Events.TextureChanged += TextureChanged;
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}
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public void Reset(Game game) {
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for (int i = 0; i < overlays.Count; i++)
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overlays[i].Dispose();
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overlays.Clear();
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}
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public void Dispose() {
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game.Events.TextureChanged -= TextureChanged;
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SetNewScreen(null);
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fpsScreen.Dispose();
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if (activeScreen != null)
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activeScreen.Dispose();
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gfx.DeleteTexture(ref GuiTex);
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gfx.DeleteTexture(ref GuiClassicTex);
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gfx.DeleteTexture(ref IconsTex);
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for (int i = 0; i < overlays.Count; i++)
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overlays[i].Dispose();
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}
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void TextureChanged(object sender, TextureEventArgs e) {
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if (e.Name == "gui.png") {
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game.UpdateTexture(ref GuiTex, e.Name, e.Data, false);
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} else if (e.Name == "gui_classic.png") {
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game.UpdateTexture(ref GuiClassicTex, e.Name, e.Data, false);
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} else if (e.Name == "icons.png") {
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game.UpdateTexture(ref IconsTex, e.Name, e.Data, false);
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}
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}
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public void SetNewScreen(Screen screen) { SetNewScreen(screen, true); }
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public void SetNewScreen(Screen screen, bool disposeOld) {
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game.Input.ScreenChanged(activeScreen, screen);
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if (activeScreen != null && disposeOld)
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activeScreen.Dispose();
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if (screen == null) {
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hudScreen.GainFocus();
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} else if (activeScreen == null) {
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hudScreen.LoseFocus();
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}
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if (screen != null)
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screen.Init();
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activeScreen = screen;
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}
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public void RefreshHud() { hudScreen.Recreate(); }
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public void ShowWarning(WarningScreen screen) {
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bool cursorVis = game.CursorVisible;
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if (overlays.Count == 0) game.CursorVisible = true;
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overlays.Add(screen);
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if (overlays.Count == 1) game.CursorVisible = cursorVis;
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// Save cursor visibility state
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screen.Init();
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}
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public void Render(double delta) {
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gfx.Mode2D(game.Width, game.Height, game.EnvRenderer is StandardEnvRenderer);
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if (activeScreen == null || !activeScreen.HidesHud)
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fpsScreen.Render(delta);
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if (activeScreen == null || !activeScreen.HidesHud && !activeScreen.RenderHudAfter)
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hudScreen.Render(delta);
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if (activeScreen != null)
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activeScreen.Render(delta);
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if (activeScreen != null && !activeScreen.HidesHud && activeScreen.RenderHudAfter)
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hudScreen.Render(delta);
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if (overlays.Count > 0)
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overlays[0].Render(delta);
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gfx.Mode3D(game.EnvRenderer is StandardEnvRenderer);
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}
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internal void OnResize() {
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if (activeScreen != null)
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activeScreen.OnResize(game.Width, game.Height);
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hudScreen.OnResize(game.Width, game.Height);
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for (int i = 0; i < overlays.Count; i++)
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overlays[i].OnResize(game.Width, game.Height);
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}
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}
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} |