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Initial commit using new rendering #124

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8 changes: 8 additions & 0 deletions EndGate/EndGate.Core.JS/Game.js
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,8 @@ var EndGate;

this.Scene = new EndGate.Rendering.Scene2d(function (context) {
_this.Draw(context);
}, function (context) {
_this.PreDraw(context);
}, gameCanvas);

this.Input = new EndGate.Input.InputManager(this.Scene.DrawArea);
Expand Down Expand Up @@ -85,6 +87,12 @@ var EndGate;
Game.prototype.Draw = function (context) {
// This is called by the scene
};
Game.prototype.PreDraw = function (context) {
// This is called by the scene
};
Game.prototype.PostDraw = function (context) {
// This is called by the scene
};

/**
* Removes game canvas and disposes all tracked objects.
Expand Down
15 changes: 12 additions & 3 deletions EndGate/EndGate.Core.JS/Game.ts
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ module EndGate {
* Defines a virtual Game object that is meant to be derived from. Games contain a multitude of management objects to control every aspect of the game.
*/
export class Game implements _.ITyped, IUpdateable, IDisposable {
public _type: string = "Game";
public _type: string = "Game";

/**
* The games configuration. Used to modify settings such as the game update rate.
Expand Down Expand Up @@ -63,17 +63,20 @@ module EndGate {

this.Scene = new Rendering.Scene2d(context => {
this.Draw(context);
},
context => {
this.PreDraw(context);
}, gameCanvas);

this.Input = new Input.InputManager(this.Scene.DrawArea);
this.Content = new Content.ContentManager();

initialQuadTreeSize = this.Scene.Camera.Size;

if (initialQuadTreeSize.Width % defaultMinQuadTreeSize.Width !== 0) {
initialQuadTreeSize = new Size2d(initialQuadTreeSize.Width % defaultMinQuadTreeSize.Width + initialQuadTreeSize.Width);
}

this.Configuration = new GameConfiguration(GameRunnerInstance.Register(this), initialQuadTreeSize)
this.CollisionManager = new Collision.CollisionManager(this.Configuration.CollisionConfiguration);

Expand Down Expand Up @@ -124,6 +127,12 @@ module EndGate {
public Draw(context: CanvasRenderingContext2D): void {
// This is called by the scene
}
public PreDraw(context: CanvasRenderingContext2D): void {
// This is called by the scene
}
public PostDraw(context: CanvasRenderingContext2D): void {
// This is called by the scene
}

/**
* Removes game canvas and disposes all tracked objects.
Expand Down
11 changes: 7 additions & 4 deletions EndGate/EndGate.Core.JS/Rendering/Camera/Camera2dRenderer.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
/// <reference path="Camera2d.ts" />
/// <reference path="Camera2d.ts" />
/// <reference path="../Renderer2d.ts" />
/// <reference path="../../Assets/Sizes/Size2d.ts" />
/// <reference path="Camera2dCanvasContextBuilder.ts" />
Expand All @@ -21,10 +21,13 @@ var EndGate;
* @param renderOnto The canvas to render onto.
* @param camera The camera that ultimately decides what is drawn to the renderOnto canvas.
*/
function Camera2dRenderer(renderOnto, camera) {
function Camera2dRenderer(renderOnto, camera, preRender) {
if (typeof preRender === "undefined") { preRender = function (_) {
}; }
var _this = this;
_super.call(this, renderOnto);

this._preRender = preRender;
this._camera = camera;
this._contextBuilder = new EndGate.Rendering._.Camera2dCanvasContextBuilder(this._camera);

Expand All @@ -40,13 +43,13 @@ var EndGate;
* Renders the provided renderables onto the renderOnto canvas. Returns the canvas that was rendered onto.
* @param renderables Array of items that are to be rendered.
*/
Camera2dRenderer.prototype.Render = function (renderables) {
Camera2dRenderer.prototype.Render = function (preRender, renderables) {
var context, inverseScale = this._camera._GetInverseDistanceScale();

this._BufferContext.save();
this._BufferContext.scale(inverseScale, inverseScale);

context = _super.prototype.Render.call(this, this.GetOnScreenRenderables(renderables));
context = _super.prototype.Render.call(this, this._preRender, this.GetOnScreenRenderables(renderables));

this._BufferContext.restore();

Expand Down
8 changes: 5 additions & 3 deletions EndGate/EndGate.Core.JS/Rendering/Camera/Camera2dRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -11,15 +11,17 @@ module EndGate.Rendering {
export class Camera2dRenderer extends Renderer2d {
private _camera: Camera2d;
private _contextBuilder: _.Camera2dCanvasContextBuilder;
private _preRender: (context: CanvasRenderingContext2D) => void;

/**
* Creates a new instance of the Camera2dRenderer.
* @param renderOnto The canvas to render onto.
* @param camera The camera that ultimately decides what is drawn to the renderOnto canvas.
*/
constructor(renderOnto: HTMLCanvasElement, camera: Camera2d) {
constructor(renderOnto: HTMLCanvasElement, camera: Camera2d, preRender: (context: CanvasRenderingContext2D) => void = _ => { }) {
super(renderOnto);

this._preRender = preRender;
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Why capture the preRender function when it's passed into the render function? Or vice versa, why not use the preRender function that's passed into the Render function.

this._camera = camera;
this._contextBuilder = new _.Camera2dCanvasContextBuilder(this._camera);

Expand All @@ -37,14 +39,14 @@ module EndGate.Rendering {
* Renders the provided renderables onto the renderOnto canvas. Returns the canvas that was rendered onto.
* @param renderables Array of items that are to be rendered.
*/
public Render(renderables: IRenderable[]): CanvasRenderingContext2D {
public Render(preRender: (context: CanvasRenderingContext2D) => void, renderables: IRenderable[]): CanvasRenderingContext2D {
var context,
inverseScale = this._camera._GetInverseDistanceScale();

this._BufferContext.save();
this._BufferContext.scale(inverseScale, inverseScale)

context = super.Render(this.GetOnScreenRenderables(renderables));
context = super.Render(this._preRender, this.GetOnScreenRenderables(renderables));

this._BufferContext.restore();

Expand Down
2 changes: 1 addition & 1 deletion EndGate/EndGate.Core.JS/Rendering/IRenderer.js
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
/// <reference path="../Interfaces/IDisposable.ts" />
/// <reference path="../Interfaces/IDisposable.ts" />
/// <reference path="IRenderable.ts" />
2 changes: 1 addition & 1 deletion EndGate/EndGate.Core.JS/Rendering/IRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
declare module EndGate.Rendering._ {

export interface IRenderer extends IDisposable {
Render(renderables: IRenderable[]): CanvasRenderingContext2D;
Render(preRender: (context: CanvasRenderingContext2D) => void, renderables: IRenderable[]): CanvasRenderingContext2D;
}

}
6 changes: 4 additions & 2 deletions EndGate/EndGate.Core.JS/Rendering/Renderer2d.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
/// <reference path="IRenderer.ts" />
/// <reference path="IRenderer.ts" />
/// <reference path="IRenderable.ts" />
/// <reference path="../Interfaces/IDisposable.ts" />
/// <reference path="../Utilities/EventHandler1.ts" />
Expand Down Expand Up @@ -41,7 +41,7 @@ var EndGate;
* Renders the provided renderables onto the renderOnto canvas. Returns the canvas that was rendered onto.
* @param renderables Array of items that are to be rendered, assumes Visible is set to true.
*/
Renderer2d.prototype.Render = function (renderables) {
Renderer2d.prototype.Render = function (preRender, renderables) {
// Check if our visible canvas has changed size
if (this._BufferCanvas.width !== this._visibleCanvas.width || this._BufferCanvas.height !== this._visibleCanvas.height) {
this.UpdateBufferSize();
Expand All @@ -54,6 +54,8 @@ var EndGate;
// Clear our buffer to prepare it for new drawings
this._ClearBuffer();

preRender(this._BufferContext);

// Sort the renderables by the ZIndex so we draw in the correct order (for layering);
renderables.sort(Renderer2d._zindexSort);

Expand Down
4 changes: 3 additions & 1 deletion EndGate/EndGate.Core.JS/Rendering/Renderer2d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ module EndGate.Rendering {
* Renders the provided renderables onto the renderOnto canvas. Returns the canvas that was rendered onto.
* @param renderables Array of items that are to be rendered, assumes Visible is set to true.
*/
public Render(renderables: IRenderable[]): CanvasRenderingContext2D {
public Render(preRender: (context: CanvasRenderingContext2D) => void, renderables: IRenderable[]): CanvasRenderingContext2D {
// Check if our visible canvas has changed size
if (this._BufferCanvas.width !== this._visibleCanvas.width || this._BufferCanvas.height !== this._visibleCanvas.height) {
this.UpdateBufferSize();
Expand All @@ -61,6 +61,8 @@ module EndGate.Rendering {
// Clear our buffer to prepare it for new drawings
this._ClearBuffer();

preRender(this._BufferContext);

// Sort the renderables by the ZIndex so we draw in the correct order (for layering);
renderables.sort(Renderer2d._zindexSort);

Expand Down
11 changes: 7 additions & 4 deletions EndGate/EndGate.Core.JS/Rendering/Scene2d.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
/// <reference path="../Interfaces/IDisposable.ts" />
/// <reference path="../Interfaces/IDisposable.ts" />
/// <reference path="../Interfaces/ITyped.ts" />
/// <reference path="../GameTime.ts" />
/// <reference path="../Graphics/Graphic2d.ts" />
Expand All @@ -14,9 +14,11 @@ var EndGate;
* Defines a scene object that is used to maintain a list of renderable objects that are rendered onto a joint game area.
*/
var Scene2d = (function () {
function Scene2d(onDraw, drawArea) {
function Scene2d(onDraw, onPreDraw, drawArea) {
if (typeof onDraw === "undefined") { onDraw = function (_) {
}; }
if (typeof onPreDraw === "undefined") { onPreDraw = function (_) {
}; }
this._actorMappings = [];
this._actors = [];

Expand All @@ -25,10 +27,11 @@ var EndGate;
}

this._onDraw = onDraw;
this._preDraw = onPreDraw;

this._drawArea = drawArea;
this._camera = new EndGate.Rendering.Camera2d(new EndGate.Vector2d(this._drawArea.width / 2, this._drawArea.height / 2), new EndGate.Size2d(this._drawArea.width, this._drawArea.height));
this._renderer = new EndGate.Rendering.Camera2dRenderer(this._drawArea, this._camera);
this._renderer = new EndGate.Rendering.Camera2dRenderer(this._drawArea, this._camera, this._preDraw);
this._disposed = false;
}
Object.defineProperty(Scene2d.prototype, "DrawArea", {
Expand Down Expand Up @@ -91,7 +94,7 @@ var EndGate;
* Draws all actors within the Scene and triggers the Scene2d's onDraw callback.
*/
Scene2d.prototype.Draw = function () {
this._onDraw(this._renderer.Render(this._actors));
this._onDraw(this._renderer.Render(this._preDraw, this._actors));
};

/**
Expand Down
10 changes: 6 additions & 4 deletions EndGate/EndGate.Core.JS/Rendering/Scene2d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ module EndGate.Rendering {
private _actorMappings: IActorMapping[];
private _renderer: _.IRenderer;
private _onDraw: (context: CanvasRenderingContext2D) => void;
private _preDraw: (context: CanvasRenderingContext2D) => void;
private _disposed: boolean;
private _camera: Camera2d;
private _drawArea: HTMLCanvasElement;
Expand All @@ -41,8 +42,8 @@ module EndGate.Rendering {
* @param onDraw Callback to execute whenever the Scene's draw is triggered.
* @param drawArea The game canvas to draw onto.
*/
constructor(onDraw: (context: CanvasRenderingContext2D) => void , drawArea: HTMLCanvasElement);
constructor(onDraw: (context: CanvasRenderingContext2D) => void = _ => { }, drawArea?: HTMLCanvasElement) {
constructor(onDraw: (context: CanvasRenderingContext2D) => void, onPreDraw: (context: CanvasRenderingContext2D) => void, drawArea: HTMLCanvasElement);
constructor(onDraw: (context: CanvasRenderingContext2D) => void = _ => { }, onPreDraw: (context: CanvasRenderingContext2D) => void = _ => { }, drawArea?: HTMLCanvasElement) {
this._actorMappings = [];
this._actors = [];

Expand All @@ -51,10 +52,11 @@ module EndGate.Rendering {
}

this._onDraw = onDraw;
this._preDraw = onPreDraw;

this._drawArea = drawArea;
this._camera = new Camera2d(new Vector2d(this._drawArea.width / 2, this._drawArea.height / 2), new Size2d(this._drawArea.width, this._drawArea.height));
this._renderer = new Camera2dRenderer(this._drawArea, this._camera);
this._renderer = new Camera2dRenderer(this._drawArea, this._camera, this._preDraw);
this._disposed = false;
}

Expand Down Expand Up @@ -109,7 +111,7 @@ module EndGate.Rendering {
* Draws all actors within the Scene and triggers the Scene2d's onDraw callback.
*/
public Draw(): void {
this._onDraw(this._renderer.Render(this._actors));
this._onDraw(this._renderer.Render(this._preDraw, this._actors));
}

/**
Expand Down