mirror of
https://github.com/ninjamuffin99/Funkin.git
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128 lines
3 KiB
Haxe
128 lines
3 KiB
Haxe
package funkin.graphics.framebuffer;
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import flixel.FlxCamera;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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import openfl.display.BitmapData;
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/**
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* Manages frame buffers and gives access to each frame buffer.
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*/
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class FrameBufferManager
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{
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final camera:FlxCamera;
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final frameBufferMap:Map<String, FrameBuffer> = [];
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/**
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* Creates a frame buffer manager that targets `camera`.
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* @param camera the target camera.
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*/
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public function new(camera:FlxCamera)
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{
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this.camera = camera;
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}
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/**
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* Creates a new frame buffer with a name.
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* @param name the name
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* @param bgColor the background color
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* @return the bitmap data of the frame buffer. the bitmap data instance
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* will not be changed through frame buffer updates.
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*/
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public function createFrameBuffer(name:String, bgColor:FlxColor):BitmapData
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{
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if (frameBufferMap.exists(name))
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{
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FlxG.log.warn('frame buffer "$name" already exists');
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frameBufferMap[name].dispose();
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frameBufferMap.remove(name);
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}
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final fb = new FrameBuffer();
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fb.create(camera.width, camera.height, bgColor);
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frameBufferMap[name] = fb;
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return fb.bitmap;
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}
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/**
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* Adds a copy of the sprite to the frame buffer.
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* @param name the name of the frame buffer
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* @param sprite the sprite
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* @param color if this is not `null`, the sprite will be filled with the color.
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* if this is `null`, the sprite will keep its original color.
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*/
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public function copySpriteTo(name:String, sprite:FlxSprite, color:Null<FlxColor> = null):Void
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{
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if (!frameBufferMap.exists(name))
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{
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FlxG.log.warn('frame buffer "$name" does not exist');
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return;
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}
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frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color));
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}
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/**
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* Adds the sprite to the frame buffer. The sprite will only be seen from the frame buffer.
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* @param name the name of the frame buffer
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* @param sprite the sprite
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*/
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public function moveSpriteTo(name:String, sprite:FlxSprite):Void
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{
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if (!frameBufferMap.exists(name))
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{
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FlxG.log.warn('frame buffer "$name" does not exist');
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return;
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}
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frameBufferMap[name].moveSprite(sprite);
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}
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/**
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* Call this before drawing anything.
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*/
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public function lock():Void
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{
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for (_ => fb in frameBufferMap)
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{
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fb.follow(camera);
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fb.lock();
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}
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}
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/**
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* Unlocks the frame buffers. This updates the bitmap data of each frame buffer.
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*/
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public function unlock():Void
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{
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for (_ => fb in frameBufferMap)
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{
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fb.render();
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}
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for (_ => fb in frameBufferMap)
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{
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fb.unlock();
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}
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}
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/**
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* Returns the bitmap data of the frame buffer
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* @param name the name of the frame buffer
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* @return the bitmap data
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*/
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public function getFrameBuffer(name:String):BitmapData
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{
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return frameBufferMap[name].bitmap;
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}
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/**
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* Disposes all frame buffers. The instance can be reused.
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*/
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public function dispose():Void
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{
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for (_ => fb in frameBufferMap)
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{
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fb.dispose();
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}
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frameBufferMap.clear();
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}
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}
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