/// <summary> /// Draws text in specified coordinates. /// </summary> public static void Draw(string text, Vector2 position) { if (CurrentFont == null) { throw new NullReferenceException("CurrentFont is null! Did you forgot to set a font?"); } CurrentFont.Draw(text, position, HorAlign, VerAlign); }
/// <summary> /// Draws text in specified coordinates. /// </summary> public static void Draw(string text, Vector2 position) { if (CurrentFont == null) { throw new NullReferenceException("CurrentFont is null! Did you forgot to set a font?"); } /* * Font is a wrapper for MG's SpriteFont, which uses non-premultiplied alpha. * Using GraphicsMode.Sprites will result in black pixels everywhere. * TextureFont, on the other hand, is just a bunch of regular sprites, * so it's fine to draw with sprite mode. */ if (CurrentFont is Font) { GraphicsMgr.SwitchGraphicsMode(GraphicsMode.SpritesNonPremultiplied); } else { GraphicsMgr.SwitchGraphicsMode(GraphicsMode.Sprites); } CurrentFont.Draw(GraphicsMgr.Batch, text, position, HorAlign, VerAlign); }
/// <summary> /// Draws text in specified coordinates. /// </summary> public static void DrawText(string text, Vector2 pos) { SwitchPipelineMode(PipelineMode.Sprites, null); CurrentFont.Draw(Batch, text, pos, HorAlign, VerAlign); }
public static void DrawString(this SpriteBatch spriteBatch, IFont font, string text, Vector2 position) { font.Draw(text, position, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f, spriteBatch); }
public static void DrawString(this SpriteBatch spriteBatch, IFont font, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects spriteEffects, float layerDepth) { font.Draw(text, position, color, rotation, origin, scale, spriteEffects, layerDepth, spriteBatch); }
public static void DrawString(this SpriteBatch spriteBatch, IFont font, string text, Vector2 position, Color color, float scale) { font.Draw(text, position, color, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0.0f, spriteBatch); }
public static void DrawString(this SpriteBatch batch, IFont font, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) { font.Draw(batch, text, position, color, rotation, origin, scale, effects, layerDepth); }
public static void DrawString(this SpriteBatch batch, IFont font, StringBuilder text, Vector2 position, Color color) { font.Draw(batch, text, position, color); }