This seems like a simple thing but still doesn't work. So I'm trying to draw a scrollable log window (not scrolling yet) by using a RenderTarget2D.
There are several bugs:
What's wrong with my code? The relevant parts are below.
private GraphicsDevice graphicsDevice;
private RenderTarget2D logRenderTarget;
private bool redrawLogFlag;
public void Init(ContentManager content, GraphicsDevice graphicsDevice)
{
this.graphicsDevice = graphicsDevice;
logRenderTarget = new RenderTarget2D(
graphicsDevice,
10,
10
);
Log.LogWritten += SetRedrawLogFlag;
}
private void DrawUiComponents(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Scavenger.AssetManager.TextureMap["game_area"], Vector2.Zero, Color.White);
spriteBatch.Draw(Scavenger.AssetManager.TextureMap["log_area"], new Vector2(0, Constants.GAME_AREA_HEIGHT), Color.White);
spriteBatch.Draw(Scavenger.AssetManager.TextureMap["stats_area"], new Vector2(Constants.GAME_AREA_WIDTH, 0), Color.White);
spriteBatch.Draw(Scavenger.AssetManager.TextureMap["help_info"], new Vector2(Constants.GAME_AREA_WIDTH, Constants.SCREEN_HEIGHT - 52), Color.White);
DrawStats(spriteBatch);
TryRedrawLog(spriteBatch);
WriteLog(spriteBatch);
}
private void SetRedrawLogFlag(object sender, EventArgs e)
{
redrawLogFlag = true;
}
private void TryRedrawLog(SpriteBatch spriteBatch)
{
if(redrawLogFlag)
{
redrawLogFlag = false;
logRenderTarget = new RenderTarget2D(
this.graphicsDevice,
Constants.GAME_AREA_WIDTH,
Log.Height
);
this.graphicsDevice.SetRenderTarget(logRenderTarget);
this.graphicsDevice.Clear(Color.Black);
for (int i = 0; i < Log.Count; i++)
{
spriteBatch.DrawString(Scavenger.AssetManager.Font12,
Log.Entries[i],
new Vector2(Constants.LOG_MARGIN, Constants.LOG_MARGIN + i * Scavenger.AssetManager.Font12.LineSpacing),
Color.GreenYellow
);
}
this.graphicsDevice.SetRenderTarget(null);
}
}
private void WriteLog(SpriteBatch spriteBatch)
{
spriteBatch.Draw(logRenderTarget,
new Rectangle(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT),
new Rectangle(0, 0, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT),
Color.White
);
}
I decided to switch to using a Viewport. It seems, however, that MonoGame uses the last set-up Viewport before the call to spriteBatch.End()
. It also seems that it is the same with the ScissorRectangle, so I could have made it also work. I have added the ScissorRectangle-specific code here in comments. Here's my new class:
public class LogWriter
{
private GraphicsDevice graphicsDevice;
private Viewport defaultViewport, logViewport;
//private Rectangle scissor, scissorBackup;
public void Init(GraphicsDevice graphicsDevice)
{
this.graphicsDevice = graphicsDevice;
defaultViewport = this.graphicsDevice.Viewport;
logViewport = new Viewport(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT);
//scissor = new Rectangle(0, Constants.GAME_AREA_HEIGHT, Constants.GAME_AREA_WIDTH, Constants.LOG_HEIGHT);
//scissorBackup = this.graphicsDevice.ScissorRectangle;
}
public void WriteLog(SpriteBatch spriteBatch)
{
this.graphicsDevice.Viewport = logViewport;
//this.graphicsDevice.ScissorRectangle = scissor;
spriteBatch.Begin();
//spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, new RasterizerState() { ScissorTestEnable = true });
for (int i = 0; i < Log.Count; i++)
{
spriteBatch.DrawString(Scavenger.AssetManager.Font12,
Log.Entries[i],
new Vector2(
Constants.LOG_MARGIN,
Constants.LOG_MARGIN - 100 + i * Scavenger.AssetManager.Font12.LineSpacing),
Color.GreenYellow
);
}
spriteBatch.End();
this.graphicsDevice.Viewport = defaultViewport;
//this.graphicsDevice.ScissorRectangle = scissorBackup;
}
}
Init()
is called in the LoadContent()
function. WriteLog()
is called in the Draw()
function after End()
has been called on the spriteBatch after drawing all the other things.