Esempio n. 1
0
        ////////////////////////////////////////////////////////////
        /// <summary>
        /// Draw primitives defined by a sub-array of vertices
        /// </summary>
        /// <param name="vertices">Pointer to the vertices</param>
        /// <param name="start">Index of the first vertex to use in the array</param>
        /// <param name="count">Number of vertices to draw</param>
        /// <param name="type">Type of primitives to draw</param>
        /// <param name="states">Render states to use for drawing</param>
        ////////////////////////////////////////////////////////////
        public void Draw(Vertex[] vertices, uint start, uint count, PrimitiveType type, RenderStates states)
        {
            RenderStates.MarshalData marshaledStates = states.Marshal();

            unsafe
            {
                fixed(Vertex *vertexPtr = vertices)
                {
                    sfRenderTexture_drawPrimitives(CPointer, vertexPtr + start, count, type, ref marshaledStates);
                }
            }
        }
Esempio n. 2
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        ////////////////////////////////////////////////////////////
        /// <summmary>
        /// Draw the object to a render target
        ///
        /// This is a pure virtual function that has to be implemented
        /// by the derived class to define how the drawable should be
        /// drawn.
        /// </summmary>
        /// <param name="target">Render target to draw to</param>
        /// <param name="states">Current render states</param>
        ////////////////////////////////////////////////////////////
        public void Draw(RenderTarget target, RenderStates states)
        {
            RenderStates.MarshalData marshaledStates = states.Marshal();

            if (target is RenderWindow)
            {
                sfRenderWindow_drawVertexArray(((RenderWindow)target).CPointer, CPointer, ref marshaledStates);
            }
            else if (target is RenderTexture)
            {
                sfRenderTexture_drawVertexArray(((RenderTexture)target).CPointer, CPointer, ref marshaledStates);
            }
        }
Esempio n. 3
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        ////////////////////////////////////////////////////////////
        /// <summmary>
        /// Draw the object to a render target
        ///
        /// This is a pure virtual function that has to be implemented
        /// by the derived class to define how the drawable should be
        /// drawn.
        /// </summmary>
        /// <param name="target">Render target to draw to</param>
        /// <param name="states">Current render states</param>
        ////////////////////////////////////////////////////////////
        public void Draw(RenderTarget target, RenderStates states)
        {
            states.Transform *= Transform;
            RenderStates.MarshalData marshaledStates = states.Marshal();

            if (target is RenderWindow)
            {
                sfRenderWindow_drawText(((RenderWindow)target).CPointer, CPointer, ref marshaledStates);
            }
            else if (target is RenderTexture)
            {
                sfRenderTexture_drawText(((RenderTexture)target).CPointer, CPointer, ref marshaledStates);
            }
        }
Esempio n. 4
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 unsafe static extern void sfRenderTexture_drawPrimitives(IntPtr CPointer, Vertex *vertexPtr, uint vertexCount, PrimitiveType type, ref RenderStates.MarshalData renderStates);
Esempio n. 5
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 static extern void sfRenderTexture_drawText(IntPtr CPointer, IntPtr Text, ref RenderStates.MarshalData states);
Esempio n. 6
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 static extern void sfRenderTexture_drawSprite(IntPtr CPointer, IntPtr Sprite, ref RenderStates.MarshalData states);
Esempio n. 7
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 static extern void sfRenderWindow_drawShape(IntPtr CPointer, IntPtr Shape, ref RenderStates.MarshalData states);
Esempio n. 8
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 static extern void sfRenderTexture_drawVertexArray(IntPtr CPointer, IntPtr VertexArray, ref RenderStates.MarshalData states);