TextRendering with Mouse suport
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@ -30,6 +30,7 @@ namespace ANX.InputSystem.Windows.XInput
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{
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this.directInput = new DirectInput();
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this.mouse = new MouseX(this.directInput);
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this.mouse.Properties.AxisMode = DeviceAxisMode.Absolute;
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this.mouse.Acquire();
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}
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@ -105,7 +105,8 @@ namespace TextRendering
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spriteBatch.DrawString(this.debugFont, "This screen is powered by the ANX.Framework!\r\nsecond line", new Vector2(100, 100 + this.debugFont.LineSpacing), Color.Black, 0.0f, new Vector2(1, -1), Vector2.One, SpriteEffects.None, 0.0f);
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spriteBatch.DrawString(this.debugFont, "This screen is powered by the ANX.Framework!\r\nsecond line", new Vector2(100, 100 + this.debugFont.LineSpacing), Color.Red, 0.0f, Vector2.Zero, Vector2.One, SpriteEffects.None, 1.0f);
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spriteBatch.DrawString(this.debugFont, "Mouse X: "+Mouse.GetState().X, new Vector2(100, 400 ), Color.DarkOrange);
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spriteBatch.DrawString(this.debugFont, "Mouse Y:" + Mouse.GetState().Y, new Vector2(100, 500), Color.DarkOrange);
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spriteBatch.DrawString(this.debugFont, "rotated Text", new Vector2(100, 150), Color.Green, MathHelper.ToRadians(90), Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f);
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spriteBatch.End();
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