Marshal() private method

private Marshal ( ) : MarshalData
return MarshalData
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)
                {
                    sfRenderWindow_drawPrimitives(CPointer, vertexPtr + start, count, type, ref marshaledStates);
                }
            }
        }
Esempio n. 2
0
        ////////////////////////////////////////////////////////////
        /// <summary>
        /// Draw the vertex array to a render target
        /// </summary>
        /// <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
0
            ////////////////////////////////////////////////////////////
            /// <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_drawSprite(((RenderWindow)target).CPointer, CPointer, ref marshaledStates);
                }
                else if (target is RenderTexture)
                {
                    sfRenderTexture_drawSprite(((RenderTexture)target).CPointer, CPointer, ref marshaledStates);
                }
            }
Esempio n. 4
0
            ////////////////////////////////////////////////////////////
            /// <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(Transform); // NetGore custom line

                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. 5
0
            ////////////////////////////////////////////////////////////
            /// <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. 6
0
            ////////////////////////////////////////////////////////////
            /// <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. 7
0
            ////////////////////////////////////////////////////////////
            /// <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; // NetGore custom line
                RenderStates.MarshalData marshaledStates = states.Marshal(Transform); // NetGore custom line

                if (target is RenderWindow)
                {
                    sfRenderWindow_drawShape(((RenderWindow)target).CPointer, CPointer, ref marshaledStates);
                }
                else if (target is RenderTexture)
                {
                    sfRenderTexture_drawShape(((RenderTexture)target).CPointer, CPointer, ref marshaledStates);
                }

                ShapeHelper.AMDShapeRenderFix(target);
            }
Esempio n. 8
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)
                    {
                        sfRenderWindow_drawPrimitives(CPointer, vertexPtr + start, count, type, ref marshaledStates);
                    }
                }
            }