public Effect_FlyingTextureText(Vector2 v2Position, RC_TextAsTexture.TextType enType, SpriteFont font, string sSourceString)
 {
     this.xTransform = new TransformComponent(v2Position);
     this.xRenderComponent = new RC_TextAsTexture(enType, font, sSourceString);
     this.xRenderComponent.xTransform = this.xTransform;
     RC_TextAsTexture xRC = this.xRenderComponent as RC_TextAsTexture;
     Program.game.xRenderMaster.AddToPrerenderQueue(xRC);
     xRC.v2Offset = Utility.PointToVector2(xRC.rt2dText.Bounds.Center);
     Program.game.xRenderMaster.RegisterGUIRenderComponent(this.xRenderComponent);
 }
Exemple #2
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 public RC_TextAsTexture(RC_TextAsTexture.TextType enType, SpriteFont font, string sSourceString)
 {
     Vector2 v2Dimensions = font.MeasureString(sSourceString);
     Vector2 v2Add = Vector2.Zero;
     if (enType == RC_TextAsTexture.TextType.Shaded)
     {
         v2Add = new Vector2(1f, 1f);
     }
     else if (enType == RC_TextAsTexture.TextType.Outlined)
     {
         v2Add = new Vector2(2f, 2f);
     }
     v2Dimensions += v2Add;
     this.rt2dText = new RenderTarget2D(Program.game.GraphicsDevice, (int)v2Dimensions.X, (int)v2Dimensions.Y, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
     this.font = font;
     this.enType = enType;
     this.sSourceString = sSourceString;
 }