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added StaticSpriteBatch
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4 changed files with 400 additions and 0 deletions
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@ -11,6 +11,7 @@ Jump to version:
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Additions
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- Added a strikethrough formatting code
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- Added GenericFont SplitStringSeparate which differentiates between existing newline characters and splits due to maximum width
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- Added StaticSpriteBatch class
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### MLEM.Ui
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Additions
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@ -127,6 +127,23 @@ namespace MLEM.Extensions {
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batch.Draw(texture, destinationRectangle, null, color);
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}
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/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D,Rectangle,Rectangle?,Color,float,Vector2,SpriteEffects,float)"/>
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public static void Add(this StaticSpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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var source = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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var scale = new Vector2(1F / source.Width, 1F / source.Height) * destinationRectangle.Size;
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batch.Add(texture, destinationRectangle.Location, sourceRectangle, color, rotation, origin, scale, effects, layerDepth);
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}
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/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D,Rectangle,Rectangle?,Color)"/>
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public static void Add(this StaticSpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color) {
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batch.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
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}
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/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D,Rectangle,Color)"/>
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public static void Draw(this StaticSpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Color color) {
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batch.Add(texture, destinationRectangle, null, color);
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}
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private static void AutoDispose(SpriteBatch batch, Texture2D texture) {
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batch.Disposing += (sender, ars) => {
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if (texture != null) {
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347
MLEM/Misc/StaticSpriteBatch.cs
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347
MLEM/Misc/StaticSpriteBatch.cs
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@ -0,0 +1,347 @@
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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namespace MLEM.Misc {
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/// <summary>
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/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in memory, allowing for them to be drawn multiple times.
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/// To add items to a static sprite batch, use <see cref="ClearBatch"/> to clear currently batched items, <see cref="BeginBatch"/> to begin batching, <c>Add</c> and its various overloads to add batch items and <see cref="EndBatch"/> to end batching.
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/// To draw the batched items, call <see cref="Draw"/>.
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/// </summary>
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public class StaticSpriteBatch : IDisposable {
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/// <summary>
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/// The amount of vertices that are currently batched
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/// </summary>
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public int Vertices => this.vertices.Count;
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private readonly GraphicsDevice graphicsDevice;
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private readonly SpriteEffect spriteEffect;
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private readonly List<VertexPositionColorTexture[]> vertexArrays = new List<VertexPositionColorTexture[]>();
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private readonly List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
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private short[] indices;
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private Texture2D texture;
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private bool batching;
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private bool batchChanged;
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/// <summary>
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/// Creates a new static sprite batch with the given <see cref="GraphicsDevice"/>
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/// </summary>
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/// <param name="graphicsDevice">The graphics device to use for rendering</param>
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public StaticSpriteBatch(GraphicsDevice graphicsDevice) {
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this.graphicsDevice = graphicsDevice;
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this.spriteEffect = new SpriteEffect(graphicsDevice);
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}
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/// <summary>
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/// Begins batching.
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/// Call this method before calling <c>Add</c> or any of its overloads.
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/// Note that, if <see cref="ClearBatch"/> was not called, items that are batched will be appended to the existing batch.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if this batch is currently batching already</exception>
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public void BeginBatch() {
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if (this.batching)
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throw new InvalidOperationException("Already batching");
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this.batching = true;
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}
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/// <summary>
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/// Ends batching.
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/// Call this method after calling <c>Add</c> or any of its overloads the desired number of times to add batched items.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if this method is called before <see cref="BeginBatch"/> was called</exception>
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public void EndBatch() {
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if (!this.batching)
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throw new InvalidOperationException("Not batching");
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this.batching = false;
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// if we didn't add any batch items, we don't have to recalculate anything
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if (!this.batchChanged)
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return;
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this.batchChanged = false;
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// this maximum is limited by indices being a short
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const int maxBatchItems = short.MaxValue / 6;
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// ensure we have enough vertex arrays
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var arraysRequired = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
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while (this.vertexArrays.Count < arraysRequired)
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this.vertexArrays.Add(new VertexPositionColorTexture[maxBatchItems * 4]);
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// fill vertex arrays
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var arrayIndex = 0;
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var totalIndex = 0;
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while (totalIndex < this.vertices.Count) {
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var array = this.vertexArrays[arrayIndex];
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var now = Math.Min(this.vertices.Count - totalIndex, array.Length);
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for (var i = 0; i < now; i++)
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array[i] = this.vertices[totalIndex + i];
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totalIndex += now;
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arrayIndex++;
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}
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// ensure we have enough indices
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var maxItems = Math.Min(this.vertices.Count / 4, maxBatchItems);
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// each item has 2 triangles which each have 3 indices
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if (this.indices == null || this.indices.Length < 6 * maxItems) {
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this.indices = new short[6 * maxItems];
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var index = 0;
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for (var item = 0; item < maxItems; item++) {
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// a square is made up of two triangles
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// 0--1
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// | /|
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// |/ |
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// 2--3
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// top left triangle (0 -> 1 -> 2)
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this.indices[index++] = (short) (item * 4 + 0);
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this.indices[index++] = (short) (item * 4 + 1);
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this.indices[index++] = (short) (item * 4 + 2);
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// bottom right triangle (1 -> 3 -> 2)
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this.indices[index++] = (short) (item * 4 + 1);
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this.indices[index++] = (short) (item * 4 + 3);
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this.indices[index++] = (short) (item * 4 + 2);
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}
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}
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}
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/// <summary>
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/// Clears the batch, removing all currently batched vertices.
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/// After this operation, <see cref="Vertices"/> will return 0.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if this batch is currently batching</exception>
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public void ClearBatch() {
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if (this.batching)
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throw new InvalidOperationException("Cannot clear while batching");
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this.vertices.Clear();
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this.texture = null;
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this.batchChanged = true;
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}
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/// <summary>
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/// Draws this batch's content onto the <see cref="GraphicsDevice"/>'s current render target (or the back buffer) with the given settings.
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/// Note that this method should not be called while a regular <see cref="SpriteBatch"/> is currently active.
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/// </summary>
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/// <param name="blendState">State of the blending. Uses <see cref="BlendState.AlphaBlend"/> if null.</param>
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/// <param name="samplerState">State of the sampler. Uses <see cref="SamplerState.LinearClamp"/> if null.</param>
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/// <param name="depthStencilState">State of the depth-stencil buffer. Uses <see cref="DepthStencilState.None"/> if null.</param>
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/// <param name="rasterizerState">State of the rasterization. Uses <see cref="RasterizerState.CullCounterClockwise"/> if null.</param>
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/// <param name="effect">A custom <see cref="Effect"/> to override the default sprite effect. Uses default sprite effect if null.</param>
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/// <param name="transformMatrix">An optional matrix used to transform the sprite geometry. Uses <see cref="Matrix.Identity"/> if null.</param>
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/// <exception cref="InvalidOperationException">Thrown if this batch is currently batching</exception>
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public void Draw(BlendState blendState = null, SamplerState samplerState = null, DepthStencilState depthStencilState = null, RasterizerState rasterizerState = null, Effect effect = null, Matrix? transformMatrix = null) {
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if (this.batching)
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throw new InvalidOperationException("Cannot draw the batch while batching");
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this.graphicsDevice.BlendState = blendState ?? BlendState.AlphaBlend;
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this.graphicsDevice.SamplerStates[0] = samplerState ?? SamplerState.LinearClamp;
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this.graphicsDevice.DepthStencilState = depthStencilState ?? DepthStencilState.None;
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this.graphicsDevice.RasterizerState = rasterizerState ?? RasterizerState.CullCounterClockwise;
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this.spriteEffect.TransformMatrix = transformMatrix;
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this.spriteEffect.CurrentTechnique.Passes[0].Apply();
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var totalIndex = 0;
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foreach (var array in this.vertexArrays) {
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var tris = Math.Min(this.vertices.Count - totalIndex, array.Length) / 4 * 2;
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if (effect != null) {
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foreach (var pass in effect.CurrentTechnique.Passes) {
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pass.Apply();
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this.graphicsDevice.Textures[0] = this.texture;
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this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
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}
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} else {
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this.graphicsDevice.Textures[0] = this.texture;
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this.graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, array, 0, array.Length, this.indices, 0, tris, VertexPositionColorTexture.VertexDeclaration);
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}
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totalIndex += array.Length;
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}
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="rotation">A rotation of this sprite.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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origin *= scale;
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Vector2 size, texTl, texBr;
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if (sourceRectangle.HasValue) {
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var src = sourceRectangle.Value;
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size.X = src.Width * scale.X;
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size.Y = src.Height * scale.Y;
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texTl.X = src.X * (1F / texture.Width);
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texTl.Y = src.Y * (1F / texture.Height);
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texBr.X = (src.X + src.Width) * (1F / texture.Width);
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texBr.Y = (src.Y + src.Height) * (1F / texture.Height);
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} else {
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size.X = texture.Width * scale.X;
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size.Y = texture.Height * scale.Y;
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texTl = Vector2.Zero;
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texBr = Vector2.One;
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}
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if ((effects & SpriteEffects.FlipVertically) != 0)
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(texBr.Y, texTl.Y) = (texTl.Y, texBr.Y);
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if ((effects & SpriteEffects.FlipHorizontally) != 0)
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(texBr.X, texTl.X) = (texTl.X, texBr.X);
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if (rotation == 0) {
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this.Add(texture, position - origin, size, color, texTl, texBr, layerDepth);
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} else {
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this.Add(texture, position, -origin, size, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
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}
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="rotation">A rotation of this sprite.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="rotation">A rotation of this sprite.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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public void Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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Vector2 texTl, texBr;
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if (sourceRectangle.HasValue) {
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var src = sourceRectangle.Value;
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texTl.X = src.X * (1F / texture.Width);
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texTl.Y = src.Y * (1F / texture.Height);
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texBr.X = (src.X + src.Width) * (1F / texture.Width);
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texBr.Y = (src.Y + src.Height) * (1F / texture.Height);
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origin.X = origin.X * destinationRectangle.Width * (src.Width != 0 ? src.Width : 1F / texture.Width);
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origin.Y = origin.Y * destinationRectangle.Height * (src.Height != 0 ? src.Height : 1F / texture.Height);
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} else {
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texTl = Vector2.Zero;
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texBr = Vector2.One;
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origin.X = origin.X * destinationRectangle.Width * (1F / texture.Width);
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origin.Y = origin.Y * destinationRectangle.Height * (1F / texture.Height);
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}
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if ((effects & SpriteEffects.FlipVertically) != 0)
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(texBr.Y, texTl.Y) = (texTl.Y, texBr.Y);
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if ((effects & SpriteEffects.FlipHorizontally) != 0)
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(texBr.X, texTl.X) = (texTl.X, texBr.X);
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if (rotation == 0) {
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this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destinationRectangle.Size.ToVector2(), color, texTl, texBr, layerDepth);
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} else {
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this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destinationRectangle.Size.ToVector2(), (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
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}
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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public void Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color) {
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this.Add(texture, position, sourceRectangle, color, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
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/// <param name="color">A color mask.</param>
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public void Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color) {
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this.Add(texture, destinationRectangle, sourceRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="color">A color mask.</param>
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public void Add(Texture2D texture, Vector2 position, Color color) {
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this.Add(texture, position, null, color);
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}
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/// <summary>
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/// Adds an item to this batch.
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/// Note that this batch needs to currently be batching, meaning <see cref="BeginBatch"/> has to have been called previously.
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/// </summary>
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/// <param name="texture">A texture.</param>
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/// <param name="destinationRectangle">The drawing bounds on screen.</param>
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/// <param name="color">A color mask.</param>
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public void Add(Texture2D texture, Rectangle destinationRectangle, Color color) {
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this.Add(texture, destinationRectangle, null, color);
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}
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/// <inheritdoc />
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public void Dispose() {
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this.spriteEffect.Dispose();
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GC.SuppressFinalize(this);
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}
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private void Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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this.Add(texture,
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new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - offset.Y * sin, pos.Y + offset.X * sin + offset.Y * cos, depth), color, texTl),
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - offset.Y * sin, pos.Y + (offset.X + size.X) + offset.Y * cos, depth), color, new Vector2(texBr.X, texTl.Y)),
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new VertexPositionColorTexture(new Vector3(pos.X + offset.X * cos - (offset.Y + size.Y) * sin, pos.Y + offset.X * sin + (offset.Y + size.Y) * cos, depth), color, new Vector2(texTl.X, texBr.Y)),
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new VertexPositionColorTexture(new Vector3(pos.X + (offset.X + size.X) * cos - (offset.Y + size.Y) * sin, pos.Y + (offset.X + size.X) * sin + (offset.Y + size.Y) * cos, depth), color, texBr));
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}
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private void Add(Texture2D texture, Vector2 pos, Vector2 size, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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this.Add(texture,
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new VertexPositionColorTexture(new Vector3(pos, depth), color, texTl),
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new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y, depth), color, new Vector2(texBr.X, texTl.Y)),
|
||||
new VertexPositionColorTexture(new Vector3(pos.X, pos.Y + size.Y, depth), color, new Vector2(texTl.X, texBr.Y)),
|
||||
new VertexPositionColorTexture(new Vector3(pos.X + size.X, pos.Y + size.Y, depth), color, texBr));
|
||||
}
|
||||
|
||||
private void Add(Texture2D texture, VertexPositionColorTexture tl, VertexPositionColorTexture tr, VertexPositionColorTexture bl, VertexPositionColorTexture br) {
|
||||
if (!this.batching)
|
||||
throw new InvalidOperationException("Not batching");
|
||||
if (this.texture != null && this.texture != texture)
|
||||
throw new ArgumentException("Cannot use multiple textures in one batch");
|
||||
this.texture = texture;
|
||||
this.vertices.Add(tl);
|
||||
this.vertices.Add(tr);
|
||||
this.vertices.Add(bl);
|
||||
this.vertices.Add(br);
|
||||
this.batchChanged = true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -171,5 +171,40 @@ namespace MLEM.Textures {
|
|||
batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
||||
batch.Add(texture.Texture, position, texture.Area, color, rotation, origin + texture.PivotPixels, scale, effects, layerDepth);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
|
||||
batch.Add(texture, position, color, rotation, origin, new Vector2(scale), effects, layerDepth);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
||||
batch.Add(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
||||
batch.Add(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color) {
|
||||
batch.Add(texture, position, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color) {
|
||||
batch.Add(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="StaticSpriteBatch.Add(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||
public static void Add(this StaticSpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color) {
|
||||
batch.Add(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue