示例#1
0
        protected override void ApplyDrawNode(DrawNode node)
        {
            ContainerDrawNode n = node as ContainerDrawNode;

            n.MaskingRect = Masking ? ScreenSpaceDrawQuad.AABB : (Rectangle?)null;

            base.ApplyDrawNode(node);
        }
示例#2
0
        internal override DrawNode GenerateDrawNodeSubtree(DrawNode node = null)
        {
            ContainerDrawNode cNode = base.GenerateDrawNodeSubtree(node) as ContainerDrawNode;

            if (children.AliveItems.Count > 0)
            {
                if (cNode.Children != null)
                {
                    var current = children.AliveItems;
                    var target  = cNode.Children;

                    int j = 0;
                    for (int i = 0; i < current.Count; i++)
                    {
                        if (!current[i].IsVisible)
                        {
                            continue;
                        }

                        //todo: make this more efficient.
                        if (Game?.ScreenSpaceDrawQuad.FastIntersects(current[i].ScreenSpaceDrawQuad) == false)
                        {
                            continue;
                        }

                        if (j < target.Count && target[j].Drawable == current[i])
                        {
                            current[i].GenerateDrawNodeSubtree(target[j]);
                        }
                        else
                        {
                            if (j < target.Count)
                            {
                                target.RemoveAt(j);
                            }
                            target.Insert(j, current[i].GenerateDrawNodeSubtree());
                        }

                        j++;
                    }

                    if (j < target.Count)
                    {
                        target.RemoveRange(j, target.Count - j);
                    }
                }
                else
                {
                    cNode.Children = new List <DrawNode>(children.AliveItems.Count);

                    foreach (Drawable child in children.AliveItems)
                    {
                        //if (Game?.ScreenSpaceDrawQuad.Intersects(child.ScreenSpaceDrawQuad) == false)
                        //    continue;

                        if (!child.IsVisible)
                        {
                            continue;
                        }

                        cNode.Children.Add(child.GenerateDrawNodeSubtree());
                    }
                }
            }
            else
            {
                cNode.Children?.Clear();
            }

            return(cNode);
        }