private void AddTexture2D(string key, Rectangle destination, Color color, int borderThickness, int borderRadius, int borderShadow) { if (!_textureDict.ContainsKey(key)) { int width = destination.Width; int height = destination.Height; Texture2D texture = new Texture2D(GraphicsDevice, width, height); StaticTexture2D.FillTexture2DWithRoundCorners(ref texture, width, height, color, borderThickness, borderRadius, borderShadow); _textureDict[key] = new ExTexture2D(texture, destination); } }
private void AddTexture2D(string key, Color color) { if (!_textureDict.ContainsKey(key)) { int width = GraphicsDevice.Viewport.Width; int height = GraphicsDevice.Viewport.Height; Texture2D texture = new Texture2D(GraphicsDevice, width, height); StaticTexture2D.FillTexture2D(ref texture, width, height, color); _textureDict[key] = new ExTexture2D(texture, new Rectangle(0, 0, width, height)); } }
private void AddTexture2D(string key, Rectangle destination, Color color) { if (!_textureDict.ContainsKey(key)) { int width = destination.Width; int height = destination.Height; Texture2D texture = new Texture2D(GraphicsDevice, width, height); StaticTexture2D.FillTexture2D(ref texture, width, height, color); _textureDict[key] = new ExTexture2D(texture, destination); } }
protected void LoadContentEngine() { separator = (Game.GraphicsDevice.Viewport.Width * 0.1f) / (_screenManager.BlockInLine * 2); blockWidth = (Game.GraphicsDevice.Viewport.Width / _screenManager.BlockInLine) - (2 * separator); float y = (Game.GraphicsDevice.Viewport.Height - Game.GraphicsDevice.Viewport.Width) / 2; for (int i = 0; i < _screenManager.BlockInLine; i++) { float x = 0; float top = 0; float bottom = 0; y += separator; top = y; y += blockWidth; bottom = y; y += separator; for (int j = 0; j < _screenManager.BlockInLine; j++) { x += separator; Vector2 start = new Vector2(x, top); x += blockWidth; Vector2 stop = new Vector2(x, bottom); x += separator; Block layoutItem = new Block(i * _screenManager.BlockInLine + j, start, stop); layoutItems.Add(layoutItem); } } foreach (BlockType item in Enum.GetValues(typeof(BlockType))) { Color colorBackgroundBlock = Color.White; switch (item) { case BlockType.EMPTY: colorBackgroundBlock = General.Colors.BLOCK_EMPTY; break; case BlockType.MINUS: case BlockType.BAD: colorBackgroundBlock = General.Colors.BLOCK_RED; break; case BlockType.PLUS: case BlockType.GOOD: colorBackgroundBlock = General.Colors.BLOCK_GREEN; break; } Texture2D blockBackgroundTexture = new Texture2D(Game.GraphicsDevice, (int)blockWidth, (int)blockWidth, false, SurfaceFormat.Color); StaticTexture2D.FillTexture2DWithRoundCorners(ref blockBackgroundTexture, (int)blockWidth, (int)blockWidth, colorBackgroundBlock, 0, 45, 0); blockItems[item] = blockBackgroundTexture; } }