Ejemplo n.º 1
0
    // Token: 0x0600002C RID: 44 RVA: 0x000032BC File Offset: 0x000014BC
    public static void DrawCircle(Vector2 center, int radius, Color color, float width, bool antiAlias, int segmentsPerQuarter)
    {
        float   num = (float)radius / 2f;
        Vector2 vector;

        vector..ctor(center.x, center.y - (float)radius);
        Vector2 endTangent;

        endTangent..ctor(center.x - num, center.y - (float)radius);
        Vector2 startTangent;

        startTangent..ctor(center.x + num, center.y - (float)radius);
        Vector2 vector2;

        vector2..ctor(center.x + (float)radius, center.y);
        Vector2 endTangent2;

        endTangent2..ctor(center.x + (float)radius, center.y - num);
        Vector2 startTangent2;

        startTangent2..ctor(center.x + (float)radius, center.y + num);
        Vector2 vector3;

        vector3..ctor(center.x, center.y + (float)radius);
        Vector2 startTangent3;

        startTangent3..ctor(center.x - num, center.y + (float)radius);
        Vector2 endTangent3;

        endTangent3..ctor(center.x + num, center.y + (float)radius);
        Vector2 vector4;

        vector4..ctor(center.x - (float)radius, center.y);
        Vector2 startTangent4;

        startTangent4..ctor(center.x - (float)radius, center.y - num);
        Vector2 endTangent4;

        endTangent4..ctor(center.x - (float)radius, center.y + num);
        Rendering.DrawBezierLine(vector, startTangent, vector2, endTangent2, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector2, startTangent2, vector3, endTangent3, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector3, startTangent3, vector4, endTangent4, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector4, startTangent4, vector, endTangent, color, width, antiAlias, segmentsPerQuarter);
    }
    // Token: 0x0600005F RID: 95 RVA: 0x000071E4 File Offset: 0x000053E4
    public static void DrawCircle(Vector2 center, int radius, Color color, float width, bool antiAlias, int segmentsPerQuarter)
    {
        float   num           = (float)radius / 2f;
        Vector2 vector        = new Vector2(center.x, center.y - (float)radius);
        Vector2 endTangent    = new Vector2(center.x - num, center.y - (float)radius);
        Vector2 startTangent  = new Vector2(center.x + num, center.y - (float)radius);
        Vector2 vector2       = new Vector2(center.x + (float)radius, center.y);
        Vector2 endTangent2   = new Vector2(center.x + (float)radius, center.y - num);
        Vector2 startTangent2 = new Vector2(center.x + (float)radius, center.y + num);
        Vector2 vector3       = new Vector2(center.x, center.y + (float)radius);
        Vector2 startTangent3 = new Vector2(center.x - num, center.y + (float)radius);
        Vector2 endTangent3   = new Vector2(center.x + num, center.y + (float)radius);
        Vector2 vector4       = new Vector2(center.x - (float)radius, center.y);
        Vector2 startTangent4 = new Vector2(center.x - (float)radius, center.y - num);
        Vector2 endTangent4   = new Vector2(center.x - (float)radius, center.y + num);

        Rendering.DrawBezierLine(vector, startTangent, vector2, endTangent2, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector2, startTangent2, vector3, endTangent3, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector3, startTangent3, vector4, endTangent4, color, width, antiAlias, segmentsPerQuarter);
        Rendering.DrawBezierLine(vector4, startTangent4, vector, endTangent, color, width, antiAlias, segmentsPerQuarter);
    }