mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
95 lines
4.5 KiB
C++
95 lines
4.5 KiB
C++
#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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namespace xna {
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class SpriteBatch {
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public:
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SpriteBatch(GraphicsDevice& device);
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~SpriteBatch();
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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
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Matrix const& transformMatrix = Matrix::Identity()
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);
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void End();
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, Color const& color) {
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Draw(*texture, position, color);
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}
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void Draw(Texture2D& texture, Vector2 const& position, Color const& color);
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color) {
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Draw(*texture, position, sourceRectangle, color);
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}
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void Draw(Texture2D& texture, Vector2 const& position, Rectangle const* sourceRectangle, Color const& color);
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void Draw(sptr<Texture2D> const& texture, Vector2 const& position, 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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Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth);
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}
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void Draw(Texture2D& texture, Vector2 const& position, 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(sptr<Texture2D> const& texture, Vector2 const& position, 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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Draw(*texture, position, sourceRectangle, color, rotation, origin, scale, effects, layerDepth);
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}
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void Draw(Texture2D& texture, Vector2 const& position, 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(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, Color const& color) {
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Draw(*texture, destinationRectangle, color);
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}
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, Color const& color);
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void Draw(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color) {
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Draw(*texture, destinationRectangle, sourceRectangle, color);
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}
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color);
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void Draw(sptr<Texture2D> const& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) {
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Draw(*texture, destinationRectangle, sourceRectangle, color, rotation, origin, effects, layerDepth);
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}
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void Draw(Texture2D& texture, Rectangle const& destinationRectangle, Rectangle const* sourceRectangle, Color const& color,
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float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth);
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void Viewport(xna::Viewport const& value);
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void DrawString(sptr<SpriteFont> const& spriteFont, String const& text, Vector2 const& position, Color const& color) {
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DrawString(*spriteFont, text, position, color);
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}
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void DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color);
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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) {
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DrawString(*spriteFont, text, position, color, rotation, origin, scale, effects, layerDepth);
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}
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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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public:
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struct PlatformImplementation;
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uptr<PlatformImplementation> implementation = nullptr;
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};
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class SpriteFont {
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public:
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SpriteFont(GraphicsDevice& device, String const& fontFileName);
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~SpriteFont();
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Vector2 MeasureString(String const& text, bool ignoreWhiteSpace = true);
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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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}
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#endif |