//* -----------------------------------------------------------------------* /// <summary>描画処理を予約します。</summary> /// /// <param name="spriteFont">スプライトフォント テクスチャ</param> /// <param name="text">描画したいテキスト</param> /// <param name="pos">座標</param> /// <param name="color">色</param> /// <param name="fRotate">回転(ラジアン)</param> /// <param name="origin">原点座標</param> /// <param name="scale">拡大率</param> /// <param name="effects">反転効果</param> /// <param name="fLayer">レイヤ番号</param> public void add( SpriteFont spriteFont, string text, Vector2 pos, Color color, float fRotate, Vector2 origin, Vector2 scale, SpriteEffects effects, float fLayer ) { SSpriteDrawInfo info = new SSpriteDrawInfo(); info.initialize(); info.spriteFont = spriteFont; info.text = text; info.position = resolution == null ? pos : resolution.resizeFromVGA(pos); info.color = color; info.fRotation = fRotate; info.origin = origin; if (resolution == null) { info.scale = scale; } else { if (resolution.GetType() == typeResAF || resolution.GetType().IsSubclassOf(typeResAF)) { CResolutionAspectFix res = (CResolutionAspectFix)resolution; info.scale = scale * res.scaleGapFromVGA; } else { info.scale = scale * resolution.scaleGapFromVGA; } } info.effects = effects; info.fLayerDepth = fLayer; setReserve(info); }
//* -----------------------------------------------------------------------* /// <summary>描画処理を予約します。</summary> /// /// <param name="tex">テクスチャ</param> /// <param name="dstRect">描画先矩形</param> /// <param name="srcRect">描画元矩形</param> /// <param name="color">色</param> /// <param name="fRotate">回転(ラジアン)</param> /// <param name="origin">原点座標</param> /// <param name="effects">反転効果</param> /// <param name="fLayer">レイヤ番号</param> /// <param name="blend">合成モード</param> public void add( Texture2D tex, Rectangle dstRect, Rectangle srcRect, Color color, float fRotate, Vector2 origin, SpriteEffects effects, float fLayer, SpriteBlendMode blend ) { SSpriteDrawInfo info = new SSpriteDrawInfo(); info.initialize(); info.texture = tex; info.destinationRectangle = resolution.convertRectangle(dstRect); info.sourceRectangle = srcRect; info.color = color; info.fRotation = fRotate + resolution.rotate; info.origin = origin; info.effects = effects; info.fLayerDepth = fLayer; info.blendMode = blend; _private.drawCache.Add(info); }
//* -----------------------------------------------------------------------* /// <summary>描画処理を予約します。</summary> /// /// <param name="tex">テクスチャ</param> /// <param name="dstRect">描画先矩形</param> /// <param name="srcRect">描画元矩形</param> /// <param name="color">色</param> /// <param name="fRotate">回転(ラジアン)</param> /// <param name="origin">原点座標</param> /// <param name="effects">反転効果</param> /// <param name="fLayer">レイヤ番号</param> /// <param name="blend">合成モード</param> public void add( Texture2D tex, Rectangle dstRect, Rectangle srcRect, Color color, float fRotate, Vector2 origin, SpriteEffects effects, float fLayer, SpriteBlendMode blend ) { SSpriteDrawInfo info = new SSpriteDrawInfo(); info.initialize(); info.texture = tex; info.destinationRectangle = resolution == null ? dstRect : resolution.resizeFromVGA(dstRect); info.sourceRectangle = srcRect; info.color = color; info.fRotation = fRotate - (resolution != null && resolution.vertical ? 0 : 0); info.origin = origin; info.effects = effects; info.fLayerDepth = fLayer; info.blendMode = blend; setReserve(info); }
//* -----------------------------------------------------------------------* /// <summary>描画処理を予約します。</summary> /// /// <param name="spriteFont">スプライトフォント テクスチャ</param> /// <param name="text">描画したいテキスト</param> /// <param name="pos">座標</param> /// <param name="color">色</param> /// <param name="fRotate">回転(ラジアン)</param> /// <param name="origin">原点座標</param> /// <param name="scale">拡大率</param> /// <param name="effects">反転効果</param> /// <param name="fLayer">レイヤ番号</param> /// <param name="blend">合成モード</param> public void add( SpriteFont spriteFont, string text, Vector2 pos, Color color, float fRotate, Vector2 origin, Vector2 scale, SpriteEffects effects, float fLayer, SpriteBlendMode blend ) { SSpriteDrawInfo info = new SSpriteDrawInfo(); info.initialize(); info.spriteFont = spriteFont; info.text = text; info.position = resolution.convertPosition(pos); info.color = color; info.fRotation = fRotate + resolution.rotate; info.origin = origin; info.blendMode = blend; info.scale = scale * resolution.scale; info.effects = effects; info.fLayerDepth = fLayer; _private.drawCache.Add(info); }