ClassiCube/ClassicalSharp/Game/GuiInterface.cs

130 lines
3.8 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using ClassicalSharp.Events;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Gui.Screens;
using ClassicalSharp.Renderers;
namespace ClassicalSharp {
public sealed class GuiInterface : IGameComponent {
public int GuiTex, GuiClassicTex, IconsTex;
Game game;
IGraphicsApi gfx;
FpsScreen fpsScreen;
internal HudScreen hudScreen;
internal Screen activeScreen;
internal List<WarningScreen> overlays = new List<WarningScreen>();
public GuiInterface( Game game ) {
fpsScreen = game.AddComponent( new FpsScreen( game ) );
hudScreen = game.AddComponent( new HudScreen( game ) );
}
/// <summary> Gets the screen that the user is currently interacting with. </summary>
public Screen ActiveScreen {
get { return overlays.Count > 0 ? overlays[0]
: activeScreen == null ? hudScreen : activeScreen; }
}
public void OnNewMap( Game game ) { }
public void OnNewMapLoaded( Game game ) { }
public void Ready( Game game ) { }
public void Init( Game game ) {
this.game = game;
gfx = game.Graphics;
game.Events.TextureChanged += TextureChanged;
}
public void Reset( Game game ) {
for( int i = 0; i < overlays.Count; i++ )
overlays[i].Dispose();
overlays.Clear();
}
public void Dispose() {
game.Events.TextureChanged -= TextureChanged;
SetNewScreen( null );
fpsScreen.Dispose();
if( activeScreen != null )
activeScreen.Dispose();
gfx.DeleteTexture( ref GuiTex );
gfx.DeleteTexture( ref GuiClassicTex );
gfx.DeleteTexture( ref IconsTex );
for( int i = 0; i < overlays.Count; i++ )
overlays[i].Dispose();
}
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.InputHandler.ScreenChanged( activeScreen, screen );
if( activeScreen != null && disposeOld )
activeScreen.Dispose();
if( screen == null ) {
hudScreen.GainFocus();
} else if( activeScreen == null ) {
hudScreen.LoseFocus();
}
if( screen != null )
screen.Init();
activeScreen = screen;
}
public void RefreshHud() { hudScreen.Recreate(); }
public void ShowWarning( WarningScreen screen ) {
bool cursorVis = game.CursorVisible;
if( overlays.Count == 0 ) game.CursorVisible = true;
overlays.Add( screen );
if( overlays.Count == 1 ) game.CursorVisible = cursorVis;
// Save cursor visibility state
screen.Init();
}
public void Render( double delta ) {
gfx.Mode2D( game.Width, game.Height, game.EnvRenderer is StandardEnvRenderer );
if( activeScreen == null || !activeScreen.HidesHud )
fpsScreen.Render( delta );
if( activeScreen == null || !activeScreen.HidesHud && !activeScreen.RenderHudAfter )
hudScreen.Render( delta );
if( activeScreen != null )
activeScreen.Render( delta );
if( activeScreen != null && !activeScreen.HidesHud && activeScreen.RenderHudAfter )
hudScreen.Render( delta );
if( overlays.Count > 0 )
overlays[0].Render( delta );
gfx.Mode3D( game.EnvRenderer is StandardEnvRenderer );
}
internal void OnResize() {
if( activeScreen != null )
activeScreen.OnResize( game.Width, game.Height );
hudScreen.OnResize( game.Width, game.Height );
for( int i = 0; i < overlays.Count; i++ )
overlays[i].OnResize( game.Width, game.Height );
}
}
}