public void Render(Batcher batcher, Vector2 offset) { var origin = new Vector2(0, Size.Y / (2 * _formatInstruction.Scale.Y)); batcher.DrawString(_formatInstruction.Font, _text, offset + Position, _formatInstruction.Color, 0, origin, _formatInstruction.Scale, SpriteEffects.None, 0); }
public static void DrawString(this Batcher batcher, NezSpriteFont spriteFont, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) { batcher.DrawString(spriteFont, text, position, color, rotation, origin, new Vector2(scale), effects, layerDepth); }
/// <summary> /// returns true if we are done with this debug draw item /// </summary> public bool Draw(Batcher batcher) { switch (drawType) { case DebugDrawType.Line: batcher.DrawLine(Start, End, Color); break; case DebugDrawType.HollowRectangle: batcher.DrawHollowRect(Rectangle, Color); break; case DebugDrawType.Pixel: batcher.DrawPixel(X, Y, Color, Size); break; case DebugDrawType.BitmapFontText: batcher.DrawString(BitmapFont, Text, Position, Color, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0f); break; case DebugDrawType.SpriteFontText: batcher.DrawString(SpriteFont, Text, Position, Color, 0f, Vector2.Zero, new Vector2(Scale), SpriteEffects.None, 0f); break; case DebugDrawType.ConsoleText: batcher.DrawString(BitmapFont, Text, Position, Color, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0f); break; } Duration -= Time.DeltaTime; return(Duration < 0f); }
internal static void Flush(Batcher batcher) { for (int i = 0; i < DeferredCount; i++) { var evt = DeferredEvents[i]; switch (evt.Type) { case 1: batcher.DrawString(Theme.DeveloperFont, evt.Message, evt.Position, evt.Color); break; case 2: batcher.DrawRect(evt.Rect, evt.Color); break; case 3: batcher.DrawHollowRect(evt.Rect, evt.Color, evt.Size); break; case 4: batcher.DrawPixel(evt.Position, evt.Color, evt.Size); break; case 5: batcher.DrawCircle(evt.Position, evt.Radius, evt.Color, evt.Size); break; case 6: batcher.DrawLine(evt.Position, evt.End, evt.Color, evt.Size); break; } } stringSplat.X = messagePadding; stringSplat.Y = messagePadding; DeferredCount = 0; }
public static void DrawString(this Batcher batcher, NezSpriteFont spriteFont, string text, Vector2 position, Color color) { batcher.DrawString(spriteFont, text, position, color, 0.0f, Vector2.Zero, new Vector2(1.0f), SpriteEffects.None, 0.0f); }
/// <summary> /// Submit a text string of sprites for drawing in the current batch. /// </summary> /// <param name="batcher">Batcher.</param> /// <param name="font">Font.</param> /// <param name="text">Text.</param> /// <param name="position">Position.</param> /// <param name="color">Color.</param> public static void DrawString(this Batcher batcher, IFont font, StringBuilder text, Vector2 position, Color color) { batcher.DrawString(font, text, position, color, 0.0f, Vector2.Zero, new Vector2(1.0f), SpriteEffects.None, 0.0f); }