public void DrawCursor(Texture2D Texture, vec2 Size, float Angle = 0) { vec2 WorldCord = ScreenToWorldCoord(Input.CurMousePos); DrawTextureSmooth.Using(camvec, CameraAspect, Texture); RectangleQuad.Draw(GameClass.Graphics, WorldCord, Size, Angle); }
public void DrawMinimap(vec2 pos, vec2 size, bool ShowCameraBox = true, bool SolidColor = false) { //vec2 center = pos + vec(-CameraAspect, -1) + new vec2(size.x, size.y) * vec(1.1f, 1.15f); vec2 center = pos * vec(2 * CameraAspect, -2) - vec(CameraAspect, -1); MinimapQuad.SetupVertices(center - size, center + size, vec(0, 0), vec(1, 1)); vec2 _size = size * vec(1, 254f / 245f) * 1.12f; vec2 _center = center + _size * vec(.03f, -.06f); DrawTextureSmooth.Using(vec(0, 0, 1, 1), CameraAspect, Assets.Minimap); RectangleQuad.Draw(GameClass.Graphics, _center, _size); if (SolidColor) { DrawSolid.Using(vec(0, 0, 1, 1), CameraAspect, rgb(0x222222)); MinimapQuad.Draw(GameClass.Graphics); } else { DrawTextureSmooth.Using(vec(0, 0, 1, 1), CameraAspect, Minimap); MinimapQuad.Draw(GameClass.Graphics); } if (ShowCameraBox) { vec2 cam = CameraPos * size; vec2 bl = center + cam - vec(CameraAspect, 1) * size / CameraZoom; vec2 tr = center + cam + vec(CameraAspect, 1) * size / CameraZoom; bl = max(bl, center - size); tr = min(tr, center + size); DrawSolid.Using(vec(0, 0, 1, 1), CameraAspect, new color(.6f, .6f, .6f, .5f)); DrawBox(bl, tr, 2f / GameClass.Screen.x); } }
public void DrawArrowCursor() { vec2 WorldCord = ScreenToWorldCoord(Input.CurMousePos); DrawTextureSmooth.Using(camvec, CameraAspect, Assets.Cursor); vec2 size = .02f * Assets.Cursor.UnitSize() / CameraZoom; RectangleQuad.Draw(GameClass.Graphics, WorldCord + new vec2(size.x, -size.y), size); }
public static void DrawFullScreen(Texture2D texture) { float a = 1920f / 1080f; var q = new RectangleQuad(); q.SetupVertices(new vec2(-a, -1), new vec2(a, 1), vec2.Zero, vec2.Ones); q.SetColor(new color(1f, 1f, 1f, 1f)); DrawTextureSmooth.Using(new vec4(0, 0, 1, 1), ScreenAspect, texture); q.Draw(GameClass.Graphics); }
public void DrawCircleCursor(bool AfterUi) { if (AfterUi) { return; } vec2 WorldCord = ScreenToWorldCoord(Input.CurMousePos); DrawTextureSmooth.Using(camvec, CameraAspect, Assets.SelectCircle); RectangleQuad.Draw(GameClass.Graphics, WorldCord, SelectSize); DrawTextureSmooth.Using(camvec, CameraAspect, Assets.SelectDot); RectangleQuad.Draw(GameClass.Graphics, WorldCord, .0075f * vec2.Ones / CameraZoom); }
static void DrawElement(RectangleQuad e) { DrawTextureSmooth.Using(vec(0, 0, 1, 1), GameClass.ScreenAspect, e.Texture); e.Draw(GameClass.Graphics); }