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Funkin/source/funkin/graphics/framebuffer/FrameBufferManager.hx

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2023-09-16 22:39:20 +00:00
package funkin.graphics.framebuffer;
import openfl.display.BitmapData;
import flixel.FlxSprite;
import flixel.FlxCamera;
class FrameBufferManager
{
final camera:FlxCamera;
final frameBufferMap:Map<String, FrameBuffer> = [];
/**
* Creates a frame buffer manager that targets `camera`.
* @param camera the target camera.
*/
public function new(camera:FlxCamera)
{
this.camera = camera;
}
/**
* Creates a new frame buffer with a name.
* @param name the name
*/
public function createFrameBuffer(name:String):Void
{
if (frameBufferMap.exists(name))
{
FlxG.log.warn('frame buffer "$name" already exists');
}
else
{
final fb = new FrameBuffer();
fb.create(camera.width, camera.height);
frameBufferMap[name] = fb;
}
}
/**
* Adds a copy of the sprite to the frame buffer.
* @param name the name of the frame buffer
* @param sprite the sprite
* @param color if this is not `-1`, the sprite will have the color while keeping its shape
*/
public function addSpriteTo(name:String, sprite:FlxSprite, color:Int = -1):Void
{
if (!frameBufferMap.exists(name))
{
createFrameBuffer(name);
}
frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color));
}
/**
* Call this before everything is drawn.
*/
public function lock():Void
{
for (_ => fb in frameBufferMap)
{
fb.lock();
}
}
/**
* Renders all the copies of the sprites. Make sure this is called between
* `lock` and `unlock`.
*/
public function render():Void
{
for (_ => fb in frameBufferMap)
{
fb.render();
}
}
/**
* After calling this you can use bitmap data of all frame buffers.
*/
public function unlock():Void
{
for (_ => fb in frameBufferMap)
{
fb.unlock();
}
}
/**
* Returns the bitmap data of the frame buffer
* @param name the name of the frame buffer
* @return the ready-to-use bitmap data
*/
public function getFrameBuffer(name:String):BitmapData
{
return frameBufferMap[name].bitmap;
}
/**
* Disposes all frame buffers.
*/
public function dispose():Void
{
for (_ => fb in frameBufferMap)
{
fb.dispose();
}
frameBufferMap.clear();
}
}