예제 #1
0
        /// <summary>
        /// Submit a text string of sprites for drawing in the current batch.
        /// </summary>
        /// <param name="batcher">Batcher.</param>
        /// <param name="font">Font.</param>
        /// <param name="text">Text.</param>
        /// <param name="position">Position.</param>
        /// <param name="color">Color.</param>
        /// <param name="rotation">Rotation.</param>
        /// <param name="origin">Origin.</param>
        /// <param name="scale">Scale.</param>
        /// <param name="effects">Effects.</param>
        /// <param name="layerDepth">Layer depth.</param>
        public static void drawString(this Batcher batcher, IFont font, StringBuilder text, Vector2 position, Color color,
                                      float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth)
        {
            Assert.isFalse(text == null);

            if (text.Length == 0)
            {
                return;
            }

            font.drawInto(batcher, text, position, color, rotation, origin, scale, effects, layerDepth);
        }
예제 #2
0
		/// <summary>
		/// Submit a text string of sprites for drawing in the current batch.
		/// </summary>
		/// <param name="batcher">Batcher.</param>
		/// <param name="font">Font.</param>
		/// <param name="text">Text.</param>
		/// <param name="position">Position.</param>
		/// <param name="color">Color.</param>
		/// <param name="rotation">Rotation.</param>
		/// <param name="origin">Origin.</param>
		/// <param name="scale">Scale.</param>
		/// <param name="effects">Effects.</param>
		/// <param name="layerDepth">Layer depth.</param>
		public static void drawString( this Batcher batcher, IFont font, StringBuilder text, Vector2 position, Color color,
			float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth )
		{
			Assert.isFalse( text == null );

			if( text.Length == 0 )
				return;

			font.drawInto( batcher, text, position, color, rotation, origin, scale, effects, layerDepth );
		}