package funkin.graphics.framebuffer; import flixel.FlxCamera; import flixel.FlxG; import flixel.FlxSprite; import flixel.util.FlxColor; import openfl.display.BitmapData; /** * Manages frame buffers and gives access to each frame buffer. */ class FrameBufferManager { final camera:FlxCamera; final frameBufferMap:Map = []; /** * 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 * @param bgColor the background color * @return the bitmap data of the frame buffer. the bitmap data instance * will not be changed through frame buffer updates. */ public function createFrameBuffer(name:String, bgColor:FlxColor):BitmapData { if (frameBufferMap.exists(name)) { FlxG.log.warn('frame buffer "$name" already exists'); frameBufferMap[name].dispose(); frameBufferMap.remove(name); } final fb = new FrameBuffer(); fb.create(camera.width, camera.height, bgColor); frameBufferMap[name] = fb; return fb.bitmap; } /** * 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 `null`, the sprite will be filled with the color. * if this is `null`, the sprite will keep its original color. */ public function addSpriteCopyTo(name:String, sprite:FlxSprite, color:Null = null):Void { frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color)); } /** * Call this before drawing anything. */ public function lock():Void { for (_ => fb in frameBufferMap) { fb.follow(camera); fb.lock(); } } /** * Unlocks the frame buffers. This updates the bitmap data of each frame buffer. */ public function unlock():Void { for (_ => fb in frameBufferMap) { fb.render(); } for (_ => fb in frameBufferMap) { fb.unlock(); } } /** * Returns the bitmap data of the frame buffer * @param name the name of the frame buffer * @return the bitmap data */ public function getFrameBuffer(name:String):BitmapData { return frameBufferMap[name].bitmap; } /** * Disposes all frame buffers. The instance can be reused. */ public function dispose():Void { for (_ => fb in frameBufferMap) { fb.dispose(); } frameBufferMap.clear(); } }