CI / build-test (push) Successful in 1m24s
Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
64 lines
2.5 KiB
C#
64 lines
2.5 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
|
namespace MrGameEng.Host;
|
|
|
|
/// <summary>
|
|
/// Minimal overlay renderer handed to <see cref="OverlayTransition.Draw"/>: fills rectangles
|
|
/// in normalized screen coordinates (0..1 on both axes) over the rendered scene.
|
|
/// </summary>
|
|
public sealed class TransitionRenderer : IDisposable
|
|
{
|
|
private readonly GraphicsDevice _device;
|
|
private readonly BasicEffect _effect;
|
|
private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6];
|
|
|
|
/// <summary>Disposes the GPU effect. Called by <see cref="GameHost"/> on shutdown.</summary>
|
|
public void Dispose() => _effect.Dispose();
|
|
|
|
internal TransitionRenderer(GraphicsDevice device)
|
|
{
|
|
_device = device;
|
|
_effect = new BasicEffect(device)
|
|
{
|
|
VertexColorEnabled = true,
|
|
TextureEnabled = false,
|
|
World = Matrix.Identity,
|
|
View = Matrix.Identity,
|
|
Projection = Matrix.CreateOrthographicOffCenter(0f, 1f, 1f, 0f, 0f, 1f),
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills a rectangle given in normalized screen coordinates with <paramref name="color"/>
|
|
/// at the given <paramref name="opacity"/> (0 = invisible, 1 = solid).
|
|
/// </summary>
|
|
public void Fill(float x, float y, float width, float height, Color color, float opacity = 1f)
|
|
{
|
|
var alpha = (byte)(Math.Clamp(opacity, 0f, 1f) * color.A);
|
|
var premultiplied = Color.FromNonPremultiplied(color.R, color.G, color.B, alpha);
|
|
|
|
var topLeft = new Vector3(x, y, 0f);
|
|
var topRight = new Vector3(x + width, y, 0f);
|
|
var bottomLeft = new Vector3(x, y + height, 0f);
|
|
var bottomRight = new Vector3(x + width, y + height, 0f);
|
|
|
|
_vertices[0] = new VertexPositionColor(topLeft, premultiplied);
|
|
_vertices[1] = new VertexPositionColor(topRight, premultiplied);
|
|
_vertices[2] = new VertexPositionColor(bottomLeft, premultiplied);
|
|
_vertices[3] = new VertexPositionColor(bottomLeft, premultiplied);
|
|
_vertices[4] = new VertexPositionColor(topRight, premultiplied);
|
|
_vertices[5] = new VertexPositionColor(bottomRight, premultiplied);
|
|
|
|
_device.BlendState = BlendState.AlphaBlend;
|
|
_device.DepthStencilState = DepthStencilState.None;
|
|
_device.RasterizerState = RasterizerState.CullNone;
|
|
|
|
foreach (var pass in _effect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
_device.DrawUserPrimitives(PrimitiveType.TriangleList, _vertices, 0, 2);
|
|
}
|
|
}
|
|
}
|