ClassiCube/ClassicalSharp/Game/GuiInterface.cs
UnknownShadow200 538a0c1f35 minor cleanup
2018-07-18 21:31:33 +10:00

148 lines
No EOL
4.3 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Collections.Generic;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Gui;
using ClassicalSharp.Gui.Screens;
using ClassicalSharp.Renderers;
namespace ClassicalSharp {
public sealed class GuiInterface : IGameComponent {
public int GuiTex, GuiClassicTex, IconsTex;
Game game;
StatusScreen statusScreen;
internal HudScreen hudScreen;
internal Screen activeScreen;
internal List<Overlay> overlays = new List<Overlay>();
public GuiInterface(Game game) {
statusScreen = new StatusScreen(game); game.Components.Add(statusScreen);
hudScreen = new HudScreen(game); game.Components.Add(hudScreen);
}
/// <summary> Gets the screen that the user is currently interacting with. </summary>
/// <remarks> This means if an overlay is active, it will be over the top of other screens. </remarks>
public Screen ActiveScreen {
get { return overlays.Count > 0 ? overlays[0]
: activeScreen == null ? hudScreen : activeScreen; }
}
/// <summary> Gets the non-overlay screen that the user is currently interacting with. </summary>
/// <remarks> This means if an overlay is active, it will return the screen under it. </remarks>
public Screen UnderlyingScreen {
get { return activeScreen == null ? hudScreen : activeScreen; }
}
void IGameComponent.OnNewMap(Game game) { }
void IGameComponent.OnNewMapLoaded(Game game) { }
void IGameComponent.Ready(Game game) { }
void IGameComponent.Init(Game game) {
this.game = game;
game.Events.TextureChanged += TextureChanged;
}
public void Reset(Game game) {
for (int i = 0; i < overlays.Count; i++) {
overlays[i].Dispose();
}
overlays.Clear();
}
void IDisposable.Dispose() {
game.Events.TextureChanged -= TextureChanged;
SetNewScreen(null);
statusScreen.Dispose();
if (activeScreen != null)
activeScreen.Dispose();
game.Graphics.DeleteTexture(ref GuiTex);
game.Graphics.DeleteTexture(ref GuiClassicTex);
game.Graphics.DeleteTexture(ref IconsTex);
Reset(game);
}
void TextureChanged(object sender, TextureEventArgs e) {
if (e.Name == "gui.png") {
game.UpdateTexture(ref GuiTex, e.Name, e.Data, false);
} else if (e.Name == "gui_classic.png") {
game.UpdateTexture(ref GuiClassicTex, e.Name, e.Data, false);
} else if (e.Name == "icons.png") {
game.UpdateTexture(ref IconsTex, e.Name, e.Data, false);
}
}
public void SetNewScreen(Screen screen) { SetNewScreen(screen, true); }
public void SetNewScreen(Screen screen, bool disposeOld) {
game.Input.ScreenChanged(activeScreen, screen);
if (activeScreen != null && disposeOld)
activeScreen.Dispose();
if (screen == null) {
game.CursorVisible = false;
if (game.Focused) game.Camera.RegrabMouse();
} else if (activeScreen == null) {
game.CursorVisible = true;
}
if (screen != null)
screen.Init();
activeScreen = screen;
}
public void RefreshHud() { hudScreen.Recreate(); }
public void ShowOverlay(Overlay overlay, bool inFront) {
bool cursorVis = game.CursorVisible;
if (overlays.Count == 0) game.CursorVisible = true;
if (inFront) {
overlays.Insert(0, overlay);
} else {
overlays.Add(overlay);
}
if (overlays.Count == 1) game.CursorVisible = cursorVis;
// Save cursor visibility state
overlay.Init();
}
public void DisposeOverlay(Overlay overlay) {
overlay.Dispose();
overlays.Remove(overlay);
if (overlays.Count == 0)
game.CursorVisible = game.realVisible;
game.Camera.RegrabMouse();
}
public void Render(double delta) {
game.Graphics.Mode2D(game.Width, game.Height);
bool showHUD = activeScreen == null || !activeScreen.HidesHud;
bool hudBefore = activeScreen == null || !activeScreen.RenderHudOver;
if (showHUD) statusScreen.Render(delta);
if (showHUD && hudBefore) hudScreen.Render(delta);
if (activeScreen != null) activeScreen.Render(delta);
if (showHUD && !hudBefore) hudScreen.Render(delta);
if (overlays.Count > 0) { overlays[0].Render(delta); }
game.Graphics.Mode3D();
}
internal void OnResize() {
if (activeScreen != null) activeScreen.OnResize();
hudScreen.OnResize();
for (int i = 0; i < overlays.Count; i++) {
overlays[i].OnResize();
}
}
}
}