public void DrawRect(Box2 rect, Color color, bool filled = true) { CheckDisposed(); if (filled) { VS.CanvasItemAddRect(Item, rect.Convert(), color.Convert()); } else { DrawLine(rect.TopLeft, rect.TopRight, color); DrawLine(rect.TopRight, rect.BottomRight, color); DrawLine(rect.BottomRight, rect.BottomLeft, color); DrawLine(rect.BottomLeft, rect.TopLeft, color); } }
public void DrawRect(UIBox2 rect, Color color, bool filled = true) { if (!GameController.OnGodot) { return; } CheckDisposed(); if (filled) { VS.CanvasItemAddRect(Item, rect.Convert(), color.Convert()); } else { DrawLine(rect.TopLeft, rect.TopRight, color); DrawLine(rect.TopRight, rect.BottomRight, color); DrawLine(rect.BottomRight, rect.BottomLeft, color); DrawLine(rect.BottomLeft, rect.TopLeft, color); } }
public void DrawRect(UIBox2 rect, Color color, bool filled = true) { CheckDisposed(); color *= Modulate; if (filled) { if (_renderHandle != null) { _renderHandle.DrawTextureRect(Texture.White, rect.TopLeft, rect.BottomRight, color, null, _handleId); } else if (Item != null) { VS.CanvasItemAddRect(Item, rect.Convert(), color.Convert()); } } else { DrawLine(rect.TopLeft, rect.TopRight, color); DrawLine(rect.TopRight, rect.BottomRight, color); DrawLine(rect.BottomRight, rect.BottomLeft, color); DrawLine(rect.BottomLeft, rect.TopLeft, color); } }