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MLEM/MLEM.Extended/Extensions/SpriteBatchExtensions.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using ShapeExtensions = MonoGame.Extended.ShapeExtensions;
using RectangleF = MonoGame.Extended.RectangleF;
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namespace MLEM.Extended.Extensions {
/// <summary>
/// A set of extension methods for dealing with <see cref="SpriteBatch"/> and <see cref="RectangleF"/> in combination.
/// </summary>
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public static class SpriteBatchExtensions {
/// <summary>Submit a sprite for drawing in the current batch.</summary>
/// <param name="batch">The sprite batch to draw with.</param>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
/// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param>
public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
batch.Draw(texture, destinationRectangle.ToMlem(), sourceRectangle, color, rotation, origin, effects, layerDepth);
}
/// <summary>Submit a sprite for drawing in the current batch.</summary>
/// <param name="batch">The sprite batch to draw with.</param>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
/// <param name="color">A color mask.</param>
public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color) {
batch.Draw(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
/// <summary>Submit a sprite for drawing in the current batch.</summary>
/// <param name="batch">The sprite batch to draw with.</param>
/// <param name="texture">A texture.</param>
/// <param name="destinationRectangle">The drawing bounds on screen.</param>
/// <param name="color">A color mask.</param>
public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Color color) {
batch.Draw(texture, destinationRectangle, null, color);
}
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/// <summary>
/// Draws a grid of tile outlines reminiscent of graph paper.
/// </summary>
/// <param name="batch">The sprite batch to draw with</param>
/// <param name="start">The top left coordinate of the grid</param>
/// <param name="tileSize">The size of each tile</param>
/// <param name="tileCount">The amount of tiles in the x and y axes</param>
/// <param name="gridColor">The color to draw the grid outlines in</param>
/// <param name="gridThickness">The thickness of each grid line. Defaults to 1.</param>
public static void DrawGrid(this SpriteBatch batch, Vector2 start, Vector2 tileSize, Point tileCount, Color gridColor, float gridThickness = 1) {
for (var y = 0; y < tileCount.Y; y++) {
for (var x = 0; x < tileCount.X; x++)
ShapeExtensions.DrawRectangle(batch, start + new Vector2(x, y) * tileSize, tileSize, gridColor, gridThickness / 2);
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}
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var size = tileSize * tileCount.ToVector2() + new Vector2(gridThickness);
ShapeExtensions.DrawRectangle(batch, start - new Vector2(gridThickness / 2), size, gridColor, gridThickness / 2);
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}
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}
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}