mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
b3a631aff5
* 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
54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using MonoGame.Extended.Particles.Modifiers;
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namespace MonoGame.Extended.Particles
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{
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using TPL = System.Threading.Tasks;
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public abstract class ParticleModifierExecutionStrategy
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{
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public static readonly ParticleModifierExecutionStrategy Serial = new SerialModifierExecutionStrategy();
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public static readonly ParticleModifierExecutionStrategy Parallel = new ParallelModifierExecutionStrategy();
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internal abstract void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator);
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internal class SerialModifierExecutionStrategy : ParticleModifierExecutionStrategy
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{
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internal override void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
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{
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for (var i = 0; i < modifiers.Count; i++)
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modifiers[i].Update(elapsedSeconds, iterator.Reset());
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}
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public override string ToString()
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{
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return nameof(Serial);
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}
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}
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internal class ParallelModifierExecutionStrategy : ParticleModifierExecutionStrategy
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{
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internal override void ExecuteModifiers(List<Modifier> modifiers, float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
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{
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TPL.Parallel.ForEach(modifiers, modifier => modifier.Update(elapsedSeconds, iterator.Reset()));
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}
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public override string ToString()
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{
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return nameof(Parallel);
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}
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}
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public static ParticleModifierExecutionStrategy Parse(string value)
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{
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if (string.Equals(nameof(Parallel), value, StringComparison.OrdinalIgnoreCase))
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return Parallel;
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if (string.Equals(nameof(Serial), value, StringComparison.OrdinalIgnoreCase))
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return Serial;
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throw new InvalidOperationException($"Unknown particle modifier execution strategy '{value}'");
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}
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}
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} |