void QuestDescriptionDrawer(ISpriteBatch sb, Vector2 pos, IQuestDescription item, int index) { if (item == null) { return; } // Write the list index var indexStr = " " + (index + 1) + ". "; var indexStrWidth = Font.MeasureString(indexStr).X; sb.DrawString(Font, indexStr, pos, ForeColor); // Get the color to use for the title var titleColor = ForeColor; // Draw the quest's title, prefixing a DONE tag if its ready to turn in var title = item.Name; if (HasFinishQuestReqs(item.QuestID)) { titleColor = CanTurnInQuestForeColor; title = "[DONE] " + title; } sb.DrawString(Font, title, pos + new Vector2(indexStrWidth + 10, 0), titleColor); }
/// <summary> /// Draws a string with shading. /// </summary> /// <param name="spriteBatch"><see cref="ISpriteBatch"/> to use to draw.</param> /// <param name="font"><see cref="Font"/> to draw the string with.</param> /// <param name="text">The string to draw.</param> /// <param name="position">The position of the top-left corner of the string to draw.</param> /// <param name="fontColor">The font color.</param> /// <param name="borderColor">The shading color.</param> public static void DrawStringShaded(this ISpriteBatch spriteBatch, Font font, string text, Vector2 position, Color fontColor, Color borderColor) { position = position.Round(); spriteBatch.DrawString(font, text, position - new Vector2(0, 1), borderColor); spriteBatch.DrawString(font, text, position - new Vector2(1, 0), borderColor); spriteBatch.DrawString(font, text, position + new Vector2(0, 1), borderColor); spriteBatch.DrawString(font, text, position + new Vector2(1, 0), borderColor); spriteBatch.DrawString(font, text, position, fontColor); }
void DefaultDrawer(ISpriteBatch sb, Vector2 pos, int v) { if (Font != _cachedSpacingFont) { _cachedSpacingFont = Font; _cachedSpacing = (int)Font.MeasureString("W").X; } // Rank sb.DrawString(Font, Items.ElementAt(v).Rank.ToString(), pos, Color.Green); // Name sb.DrawString(Font, Items.ElementAt(v).Name, pos + new Vector2(_cachedSpacing + 2, 0), ForeColor); }
void DefaultDrawer(ISpriteBatch sb, Vector2 pos, GuildMemberNameRank item, int index) { if (Font != _cachedSpacingFont) { _cachedSpacingFont = Font; _cachedSpacing = (int)Font.MeasureString("W").X; } // Rank sb.DrawString(Font, item.Rank.ToString(), pos, Color.Green); // Name sb.DrawString(Font, item.Name, pos + new Vector2(_cachedSpacing + 2, 0), ForeColor); }
public void Render(ISpriteBatch spriteBatch, V2 cameraPosition) { spriteBatch.Begin(); for (int i = 0; i < positionedWorldCells.Length; i++) { if (positionedWorldCells[i] == null) { continue; } for (int j = 0; j < positionedWorldCells[i].Count; j++) { var cell = positionedWorldCells[i][j]; if (cell.Tile == null) { continue; } spriteBatch.Draw(cell.Tile.Texture, new Rect(0, 0, TileWidth, TileHeight), new Rect((int)cell.Position.X, (int)cell.Position.Y, TileWidth, TileHeight), 0f, baseDepth - ((i * 100) + j) * HeightRowDepthMod); spriteBatch.DrawString(SysCore.SystemFont, cell.Position.X + ", " + cell.Position.Y, new V2(cell.Position.X, cell.Position.Y), new V4(255), 0f, 1f, 1f); } } spriteBatch.End(); }
/// <summary> /// Draws the InfoBox. /// </summary> /// <param name="sb"><see cref="ISpriteBatch"/> to draw with.</param> public void Draw(ISpriteBatch sb) { ThreadAsserts.IsMainThread(); // Remove dead items while (_items.Count > 0 && _items[0].CreatedTime + _messageLife < TickCount.Now) { _items.RemoveAt(0); } // Loop through all items var i = 0; foreach (var item in _items) { // Set the position var pos = _position; pos.Y -= _font.GetLineSpacing() * (i++ + 1); pos.X -= item.Width; // Set the color var lifeLeft = (item.CreatedTime + _messageLife) - TickCount.Now; var alpha = (byte)Math.Min(255, lifeLeft); var color = new Color(item.Color.R, item.Color.G, item.Color.B, alpha); // Draw sb.DrawString(_font, item.Message, pos, color); } }
private void DrawName(ISpriteBatch spriteBatch) { Vector2 measure = Font.MeasureString(Score.Name); Vector2 origin = new Vector2(0, measure.Y * 0.5f); spriteBatch.DrawString(Font, Score.Name, NamePosition.WorldPosition, Color.White, WorldRotation, origin, WorldScale, SpriteEffects.None, 0); }
/// <summary> /// Draws the text to display for the <see cref="TextBox"/>. /// </summary> /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param> /// <param name="offset">The offset to draw the text at.</param> protected override void DrawControlText(ISpriteBatch spriteBatch, Vector2 offset) { var numChars = NumCharsToDraw - LineCharBufferOffset; if (numChars > 0) { spriteBatch.DrawString(Font, new string(MaskChar, numChars), offset, ForeColor); } }
public virtual void Draw(ISpriteBatch spriteBatch) { string scoreString = DisplayScore.ToString(); Vector2 measure = Font.MeasureString(scoreString); Vector2 origin = new Vector2(measure.X, measure.Y * 0.5f); spriteBatch.DrawString(Font, scoreString, ScorePosition.WorldPosition, Color.White, WorldRotation, origin, WorldScale, SpriteEffects.None, 0); }
private void DrawScore(ISpriteBatch spriteBatch) { string scoreString = Score.Amount.ToString(); Vector2 measure = Font.MeasureString(scoreString); Vector2 origin = new Vector2(measure.X, measure.Y * 0.5f); spriteBatch.DrawString(Font, scoreString, ScorePosition.WorldPosition, Color.White, WorldRotation, origin, WorldScale, SpriteEffects.None, 0); }
public void Draw(ISpriteBatch spriteBatch, Vector offset) { var solidColorBrush = this.brush as SolidColorBrush; spriteBatch.DrawString( this.spriteFont, this.text, this.position + offset, solidColorBrush != null ? solidColorBrush.Color : Colors.Magenta); }
/// <summary> /// Draws the text for the control. /// </summary> /// <param name="spriteBatch"><see cref="ISpriteBatch"/> to draw to.</param> /// <param name="position">Position relative to the Control to draw the text.</param> protected virtual void DrawText(ISpriteBatch spriteBatch, Vector2 position) { // Ensure the font is valid if (string.IsNullOrEmpty(Text) || Font == null || Font.IsDisposed) { return; } // Draw the text spriteBatch.DrawString(Font, Text, ScreenPosition + position, ForeColor); }
public virtual void Draw(ISpriteBatch spriteBatch) { Color color = Value > 0 ? Color.LightGreen : Color.Red; color *= NumberPosition.Opacity; Vector2 measure = Font.MeasureString(ValueString); Vector2 origin = new Vector2(measure.X, measure.Y) * 0.5f; spriteBatch.DrawString(Font, ValueString, NumberPosition.WorldPosition, color, NumberPosition.WorldRotation, origin, NumberPosition.WorldScale, SpriteEffects.None, 0); }
public override void Draw(ISpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.DrawString(_font, "Score: " + score, new Vector2(100, 100), Color.Black); }
/// <summary> /// Draws the <see cref="StyledText"/> to the <paramref name="spriteBatch"/>. /// </summary> /// <param name="spriteBatch"><see cref="ISpriteBatch"/> to draw the <see cref="StyledText"/> to.</param> /// <param name="font"><see cref="Font"/> to use for drawing the characters.</param> /// <param name="position">Top-left corner of where to begin drawing the <see cref="StyledText"/>.</param> /// <param name="defaultColor">The default color to use for drawing the text. Only used if the /// <see cref="Color"/> is equal to <see cref="ColorForDefault"/>.</param> public void Draw(ISpriteBatch spriteBatch, Font font, Vector2 position, Color defaultColor) { var colorToUse = (Color == ColorForDefault ? defaultColor : Color); spriteBatch.DrawString(font, Text, position, colorToUse); }
/// <summary> /// Draws the <see cref="DamageText"/>. /// </summary> /// <param name="sb"><see cref="ISpriteBatch"/> to draw to.</param> /// <param name="font"><see cref="Font"/> to draw with.</param> public void Draw(ISpriteBatch sb, Font font) { sb.DrawString(font, _text, _pos, new Color(255, 255, 255, (byte)_alpha)); }
public void Render(ISpriteBatch spriteBatch, V2 cameraPosition) { spriteBatch.Begin(); for (int i = 0; i < positionedWorldCells.Length; i++) { if (positionedWorldCells[i] == null) continue; for (int j = 0; j < positionedWorldCells[i].Count; j++) { var cell = positionedWorldCells[i][j]; if (cell.Tile == null) continue; spriteBatch.Draw(cell.Tile.Texture, new Rect(0, 0, TileWidth, TileHeight), new Rect((int)cell.Position.X, (int)cell.Position.Y, TileWidth, TileHeight), 0f, baseDepth - ((i * 100) + j) * HeightRowDepthMod); spriteBatch.DrawString(SysCore.SystemFont, cell.Position.X + ", " + cell.Position.Y, new V2(cell.Position.X, cell.Position.Y), new V4(255), 0f, 1f, 1f); } } spriteBatch.End(); }
/// <summary> /// Draws the text for the control. /// </summary> /// <param name="spriteBatch"><see cref="ISpriteBatch"/> to draw to.</param> /// <param name="position">Position relative to the Control to draw the text.</param> protected virtual void DrawText(ISpriteBatch spriteBatch, Vector2 position) { // Ensure the font is valid if (string.IsNullOrEmpty(Text) || Font == null || Font.IsDisposed) return; // Draw the text spriteBatch.DrawString(Font, Text, ScreenPosition + position, ForeColor); }
/// <summary> /// Draws the text to display for the <see cref="TextBox"/>. /// </summary> /// <param name="spriteBatch">The <see cref="ISpriteBatch"/> to draw to.</param> /// <param name="offset">The offset to draw the text at.</param> protected override void DrawControlText(ISpriteBatch spriteBatch, Vector2 offset) { var numChars = NumCharsToDraw - LineCharBufferOffset; if (numChars > 0) spriteBatch.DrawString(Font, new string(MaskChar, numChars), offset, ForeColor); }
private void Render(TextSprite toRender) { _spriteBatch.DrawString(toRender.SpriteFont, toRender.Text, toRender.Position, toRender.Color); }
protected override void DoRender( Moment now, GraphicsDevice graphicsDevice, ISpriteBatch spriteBatch, TextureContent content, HolofunkView view, Transform parentTransform, int depth) { Transform combinedTransform = parentTransform.CombineWith(LocalTransform); spriteBatch.Begin(); Vector2 textSize = content.SpriteFont.MeasureString(m_text); Vector2 origin = Vector2.Zero; if (Alignment == Alignment.Centered) { origin = textSize / 2; } else if (Alignment == Alignment.TopRight) { origin = new Vector2(textSize.X, 0); } spriteBatch.DrawString( content.SpriteFont, m_text, combinedTransform.Translation, Color, Rotation, origin, combinedTransform.Scale.X, SpriteEffects.None, 0); spriteBatch.End(); }
public void Draw(ISpriteBatch batch) { if (needsUpdate) Update(); batch.DrawString(font, Text, position, Color.Black, 0, Vector2.Zero, scale, SpriteEffects.None, 0); }