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:
Dylan Wilson
2017-07-22 21:22:13 +10:00
committed by GitHub
parent 98906f2873
commit b3a631aff5
111 changed files with 1629 additions and 820 deletions
@@ -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)