mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
Gui dialogs (#410)
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
This commit is contained in:
@@ -11,25 +11,33 @@ namespace MonoGame.Extended.Particles
|
||||
public static readonly ParticleModifierExecutionStrategy Serial = new SerialModifierExecutionStrategy();
|
||||
public static readonly ParticleModifierExecutionStrategy Parallel = new ParallelModifierExecutionStrategy();
|
||||
|
||||
internal abstract void ExecuteModifiers(IEnumerable<IModifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator);
|
||||
internal abstract void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator);
|
||||
|
||||
internal class SerialModifierExecutionStrategy : ParticleModifierExecutionStrategy
|
||||
{
|
||||
internal override void ExecuteModifiers(IEnumerable<IModifier> modifiers, float elapsedSeconds,
|
||||
ParticleBuffer.ParticleIterator iterator)
|
||||
internal override void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
|
||||
{
|
||||
foreach (var modifier in modifiers)
|
||||
modifier.Update(elapsedSeconds, iterator.Reset());
|
||||
for (var i = 0; i < modifiers.Count; i++)
|
||||
modifiers[i].Update(elapsedSeconds, iterator.Reset());
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return nameof(Serial);
|
||||
}
|
||||
}
|
||||
|
||||
internal class ParallelModifierExecutionStrategy : ParticleModifierExecutionStrategy
|
||||
{
|
||||
internal override void ExecuteModifiers(IEnumerable<IModifier> modifiers, float elapsedSeconds,
|
||||
ParticleBuffer.ParticleIterator iterator)
|
||||
internal override void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
|
||||
{
|
||||
TPL.Parallel.ForEach(modifiers, modifier => modifier.Update(elapsedSeconds, iterator.Reset()));
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return nameof(Parallel);
|
||||
}
|
||||
}
|
||||
|
||||
public static ParticleModifierExecutionStrategy Parse(string value)
|
||||
|
||||
Reference in New Issue
Block a user