public override void Initialize() { base.Initialize(); ControlHandler ch = new ControlHandler(this); Page page = new Page(this, "Page"); page.Show(); //Add our labels to the top _drawingtoolsTitle = new Label(page, "drawingtoolsTitle", new Point(0, 0)); _drawingtoolsTitle.Text = "DrawingTools.Primitives"; _drawingtoolsTitle.Body.Position = new Vector2(EntityGame.Viewport.Width / 4 - _drawingtoolsTitle.Render.DrawRect.Width / 2, 15); _renderTitle = new Label(page, "renderTitle", new Point(1, 0)); _renderTitle.Text = "Rendering.Primitives"; _renderTitle.Body.Position = new Vector2(EntityGame.Viewport.Width - (EntityGame.Viewport.Width / 4) - _renderTitle.Render.DrawRect.Width / 2, 15); _middleLine = new DrawingTools.Line(new Vector2(EntityGame.Viewport.Width / 2f, 10), new Vector2(EntityGame.Viewport.Width / 2f, EntityGame.Viewport.Height - 10)); //Setup our prmitives _r1 = new DrawingTools.Rectangle(20, 40, 260, 60); _r1.Color = Color.Salmon; _r1.Fill = true; //Horizontal Lines _lx1 = new DrawingTools.Line(new Vector2(20, 105), new Vector2(270, 105), Color.Red); _lx1.Thickness = 1; _lx2 = new DrawingTools.Line(new Vector2(20, 110), new Vector2(270, 110), Color.Orange); _lx2.Thickness = 2; _lx3 = new DrawingTools.Line(new Vector2(20, 115), new Vector2(270, 115), Color.Yellow); _lx3.Thickness = 3; _ly1 = new DrawingTools.Line(new Vector2(270, 120), new Vector2(270, 290), Color.MediumPurple); _ly1.Thickness = 1; _ly2 = new DrawingTools.Line(new Vector2(275, 120), new Vector2(275, 290), Color.DodgerBlue); _ly2.Thickness = 2; _ly3 = new DrawingTools.Line(new Vector2(280, 120), new Vector2(280, 290), Color.LawnGreen); _ly3.Thickness = 3; //Add component based classes new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 200, 30, 30, false, 3); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 200, 30, 30, false, 2); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 200, 30, 30, false, 1); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 150 + 75, 200, 30, 30, true); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 300, 70, 30, false, 3); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 300, 70, 30, false, 2); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 75, 300, 70, 30, false, 1); new SpinningRect(this, "Spinning", EntityGame.Viewport.Width / 2f + 150 + 75, 300, 30, 70, true); }
public void DrawDebug(SpriteBatch sb) { if (_points.Count < 2 && _points.Count > 0) { //Only draw the one Point var singlepoint = new DrawingTools.Point((int)First.X, (int)First.Y); singlepoint.Thickness = 3; singlepoint.Color = DebugPointColor; singlepoint.Layer = 10; } else if (_points.Count < 0) { return; } //get our first line, then automate the rest. var point1 = new DrawingTools.Point((int)First.X, (int)First.Y); point1.Thickness = 3; point1.Color = DebugPointColor; point1.Layer = 1; point1.Draw(sb); var line = new DrawingTools.Line(new Vector2(First.X, First.Y), new Vector2(_points[1].X, _points[1].Y)); line.Color = DebugLineColor; line.Layer = 1f; line.Draw(sb); var point2 = new DrawingTools.Point((int)_points[1].X, (int)_points[1].Y); point2.Thickness = 3; point2.Color = DebugPointColor; point2.Layer = 1; point2.Draw(sb); //Now we start getting the rest of the path for (int i = 2; i < Count; i++) { point1 = point2; point2 = new DrawingTools.Point((int)_points[i].X, (int)_points[i].Y); point2.Thickness = 3; point2.Color = DebugPointColor; point2.Layer = 1; point2.Draw(sb); line = new DrawingTools.Line(new Vector2(point1.X, point1.Y), new Vector2(point2.X, point2.Y), DebugLineColor); line.Layer = 1; line.Draw(sb); } }