Example #1
0
        //* -----------------------------------------------------------------------*
        /// <summary>描画処理を予約します。</summary>
        ///
        /// <param name="spriteFont">スプライトフォント テクスチャ</param>
        /// <param name="text">描画したいテキスト</param>
        /// <param name="pos">座標</param>
        /// <param name="color">色</param>
        /// <param name="fRotate">回転(ラジアン)</param>
        /// <param name="origin">原点座標</param>
        /// <param name="scale">拡大率</param>
        /// <param name="effects">反転効果</param>
        /// <param name="fLayer">レイヤ番号</param>
        public void add(
            SpriteFont spriteFont, string text, Vector2 pos, Color color, float fRotate,
            Vector2 origin, Vector2 scale, SpriteEffects effects, float fLayer
            )
        {
            SSpriteDrawInfo info = new SSpriteDrawInfo();

            info.initialize();
            info.spriteFont = spriteFont;
            info.text       = text;
            info.position   = resolution == null ? pos : resolution.resizeFromVGA(pos);
            info.color      = color;
            info.fRotation  = fRotate;
            info.origin     = origin;
            if (resolution == null)
            {
                info.scale = scale;
            }
            else
            {
                if (resolution.GetType() == typeResAF || resolution.GetType().IsSubclassOf(typeResAF))
                {
                    CResolutionAspectFix res = (CResolutionAspectFix)resolution;
                    info.scale = scale * res.scaleGapFromVGA;
                }
                else
                {
                    info.scale = scale * resolution.scaleGapFromVGA;
                }
            }
            info.effects     = effects;
            info.fLayerDepth = fLayer;
            setReserve(info);
        }
Example #2
0
        //* -----------------------------------------------------------------------*
        /// <summary>描画処理を予約します。</summary>
        ///
        /// <param name="tex">テクスチャ</param>
        /// <param name="dstRect">描画先矩形</param>
        /// <param name="srcRect">描画元矩形</param>
        /// <param name="color">色</param>
        /// <param name="fRotate">回転(ラジアン)</param>
        /// <param name="origin">原点座標</param>
        /// <param name="effects">反転効果</param>
        /// <param name="fLayer">レイヤ番号</param>
        /// <param name="blend">合成モード</param>
        public void add(
            Texture2D tex, Rectangle dstRect, Rectangle srcRect, Color color, float fRotate,
            Vector2 origin, SpriteEffects effects, float fLayer, SpriteBlendMode blend
            )
        {
            SSpriteDrawInfo info = new SSpriteDrawInfo();

            info.initialize();
            info.texture = tex;
            info.destinationRectangle = resolution.convertRectangle(dstRect);
            info.sourceRectangle      = srcRect;
            info.color       = color;
            info.fRotation   = fRotate + resolution.rotate;
            info.origin      = origin;
            info.effects     = effects;
            info.fLayerDepth = fLayer;
            info.blendMode   = blend;
            _private.drawCache.Add(info);
        }
Example #3
0
        //* -----------------------------------------------------------------------*
        /// <summary>描画処理を予約します。</summary>
        ///
        /// <param name="tex">テクスチャ</param>
        /// <param name="dstRect">描画先矩形</param>
        /// <param name="srcRect">描画元矩形</param>
        /// <param name="color">色</param>
        /// <param name="fRotate">回転(ラジアン)</param>
        /// <param name="origin">原点座標</param>
        /// <param name="effects">反転効果</param>
        /// <param name="fLayer">レイヤ番号</param>
        /// <param name="blend">合成モード</param>
        public void add(
            Texture2D tex, Rectangle dstRect, Rectangle srcRect, Color color, float fRotate,
            Vector2 origin, SpriteEffects effects, float fLayer, SpriteBlendMode blend
            )
        {
            SSpriteDrawInfo info = new SSpriteDrawInfo();

            info.initialize();
            info.texture = tex;
            info.destinationRectangle = resolution == null ?
                                        dstRect : resolution.resizeFromVGA(dstRect);
            info.sourceRectangle = srcRect;
            info.color           = color;
            info.fRotation       = fRotate -
                                   (resolution != null && resolution.vertical ? 0 : 0);
            info.origin      = origin;
            info.effects     = effects;
            info.fLayerDepth = fLayer;
            info.blendMode   = blend;
            setReserve(info);
        }
Example #4
0
        //* -----------------------------------------------------------------------*
        /// <summary>描画処理を予約します。</summary>
        ///
        /// <param name="spriteFont">スプライトフォント テクスチャ</param>
        /// <param name="text">描画したいテキスト</param>
        /// <param name="pos">座標</param>
        /// <param name="color">色</param>
        /// <param name="fRotate">回転(ラジアン)</param>
        /// <param name="origin">原点座標</param>
        /// <param name="scale">拡大率</param>
        /// <param name="effects">反転効果</param>
        /// <param name="fLayer">レイヤ番号</param>
        /// <param name="blend">合成モード</param>
        public void add(
            SpriteFont spriteFont, string text, Vector2 pos, Color color, float fRotate,
            Vector2 origin, Vector2 scale, SpriteEffects effects, float fLayer,
            SpriteBlendMode blend
            )
        {
            SSpriteDrawInfo info = new SSpriteDrawInfo();

            info.initialize();
            info.spriteFont  = spriteFont;
            info.text        = text;
            info.position    = resolution.convertPosition(pos);
            info.color       = color;
            info.fRotation   = fRotate + resolution.rotate;
            info.origin      = origin;
            info.blendMode   = blend;
            info.scale       = scale * resolution.scale;
            info.effects     = effects;
            info.fLayerDepth = fLayer;
            _private.drawCache.Add(info);
        }