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#ifndef XNA_GRAPHICS_SPRITE_HPP
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#define XNA_GRAPHICS_SPRITE_HPP
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#include "../default.hpp"
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#include "../common/numerics.hpp"
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#include "../common/color.hpp"
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#include <optional>
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#include "../graphics/gresource.hpp"
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namespace xna {
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//Enables a group of sprites to be drawn using the same settings.
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class SpriteBatch : public GraphicsResource {
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public:
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SpriteBatch(sptr<GraphicsDevice> const& device);
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//Begins a sprite batch operation.
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void Begin(
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SpriteSortMode sortMode = SpriteSortMode::Deferred,
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BlendState* blendState = nullptr,
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SamplerState* samplerState = nullptr,
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DepthStencilState* depthStencil = nullptr,
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RasterizerState* rasterizerState = nullptr,
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Effect* effect = nullptr,
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Matrix const& transformMatrix = Matrix::Identity()
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);
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//Flushes the sprite batch and restores the device state to how it was before Begin was called.
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void End();
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//
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// Draw - Adds a sprite to a batch of sprites to be rendered.
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//
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void Draw(uptr<Texture2D> const& texture, Vector2 const& position, Color const& color) { Draw(*texture, position, color); }
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, Color const& color) { Draw(*texture, position, color); }
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void Draw(Texture2D& texture, Vector2 const& position, Color const& color);
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void Draw(uptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color) { Draw(*texture, position, sourceRectangle, color); }
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color) { Draw(*texture, position, sourceRectangle, color); }
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void Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color);
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void Draw(uptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth); }
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth); }
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void Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth);
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void Draw(uptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth) { Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth); }
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth) { Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth); }
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void Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth);
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void Draw(uptr<Texture2D> const& texture, Rectangle const& destinationRectangle, Color const& color) { Draw(*texture, destinationRectangle, color); }
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void Draw(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, Color const& color) { Draw(*texture, destinationRectangle, color); }
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, Color const& color);
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void Draw(uptr<Texture2D> const& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color) { Draw(*texture, destinationRectangle, sourceRectangle, color); }
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void Draw(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color) { Draw(*texture, destinationRectangle, sourceRectangle, color); }
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color);
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void Draw(uptr<Texture2D> const& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) { Draw(*texture, destinationRectangle, sourceRectangle, color, rotation, origin, effects, layerDepth); }
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void Draw(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) { Draw(*texture, destinationRectangle, sourceRectangle, color, rotation, origin, effects, layerDepth); }
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth);
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//
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// DrawString - Adds a string to a batch of sprites to be rendered.
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//
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void DrawString(uptr<SpriteFont> const& spriteFont, String const& text, Vector2 const& position, Color const& color) { DrawString(*spriteFont, text, position, color); }
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void DrawString(sptr<SpriteFont> const& spriteFont, String const& text, Vector2 const& position, Color const& color) { DrawString(*spriteFont, text, position, color); }
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void DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color);
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void DrawString(uptr<SpriteFont> const& spriteFont, String const& text, Vector2 const& position, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { DrawString(*spriteFont, text, position, color, rotation, origin, scale, effects, layerDepth); }
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void DrawString(sptr<SpriteFont> const& spriteFont, String const& text, Vector2 const& position, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) { DrawString(*spriteFont, text, position, color, rotation, origin, scale, effects, layerDepth); }
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void DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color,
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float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth);
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void Viewport(xna::Viewport const& value);
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public:
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struct PlatformImplementation;
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uptr<PlatformImplementation> implementation = nullptr;
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};
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//Represents a font texture.
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class SpriteFont {
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public:
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SpriteFont(
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sptr<Texture2D> const& texture,
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std::vector<Rectangle> const& glyphs,
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std::vector<Rectangle> const& cropping,
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std::vector<Char> const& charMap,
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Int lineSpacing,
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float spacing,
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std::vector<Vector3> const& kerning,
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std::optional<Char> const& defaultCharacter);
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// Returns the width and height of a string.
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Vector2 MeasureString(String const& text, bool ignoreWhiteSpace = true);
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// Returns the width and height of a string.
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Vector2 MeasureString(WString const& text, bool ignoreWhiteSpace = true);
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//Gets or sets the default character for the font.
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Char DefaultCharacter() const;
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//Gets or sets the default character for the font.
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void DefaultCharacter(Char value);
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//Gets or sets the vertical distance (in pixels) between the base lines of two consecutive lines of text
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Int LineSpacing() const;
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//Gets or sets the vertical distance (in pixels) between the base lines of two consecutive lines of text
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void LineSpacing(Int value);
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public:
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struct PlatformImplementation;
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uptr<PlatformImplementation> impl = nullptr;
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};
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using PSpriteFont = sptr<SpriteFont>;
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}
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#endif
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