mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-21 01:39:32 +00:00
exposed layer depth on the shape extensions to implement #623
This commit is contained in:
@@ -0,0 +1,53 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonoGame.Extended;
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using MonoGame.Extended.Shapes;
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namespace Features.Demos
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{
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public class ShapesDemo : DemoBase
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{
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private SpriteBatch _spriteBatch;
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public ShapesDemo(GameMain game)
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: base(game)
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{
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}
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public override string Name => "Shapes";
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private readonly Polygon _polygon = new Polygon(new[]
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{
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new Vector2(0, 0),
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new Vector2(40, 0),
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new Vector2(40, 40),
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new Vector2(60, 40),
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new Vector2(60, 60),
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new Vector2(0, 60),
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});
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protected override void LoadContent()
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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}
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protected override void Draw(GameTime gameTime)
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{
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_spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend);
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_spriteBatch.FillRectangle(10, 10, 50, 50, Color.DarkRed);
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_spriteBatch.DrawRectangle(10, 10, 50, 50, Color.Red, 2);
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_spriteBatch.DrawCircle(100, 100, 32, 32, Color.Green, 4);
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_spriteBatch.DrawEllipse(new Vector2(200, 200), new Vector2(50, 25), 32, Color.Orange, 8);
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_spriteBatch.DrawLine(300, 300, 400, 100, Color.White, 6);
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_spriteBatch.DrawPoint(500, 300, Color.Brown, 64);
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_spriteBatch.DrawPolygon(new Vector2(600, 200), _polygon, Color.Aqua);
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_spriteBatch.End();
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}
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}
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}
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@@ -45,6 +45,7 @@ namespace Features
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//new GuiLayoutDemo(this),
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//new GuiDemo(this),
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//new ScreensDemo(this),
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new ShapesDemo(this),
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new ViewportAdaptersDemo(this),
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new CollisionDemo(this),
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new TiledMapsDemo(this),
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@@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Net.NetworkInformation;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonoGame.Extended.Shapes;
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@@ -19,7 +18,12 @@ namespace MonoGame.Extended
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if (_whitePixelTexture == null)
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{
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_whitePixelTexture = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
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_whitePixelTexture.SetData(new[] {Color.White});
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_whitePixelTexture.SetData(new[] { Color.White });
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spriteBatch.Disposing += (sender, args) =>
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{
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_whitePixelTexture?.Dispose();
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_whitePixelTexture = null;
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};
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}
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return _whitePixelTexture;
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@@ -34,10 +38,10 @@ namespace MonoGame.Extended
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/// <param name="polygon">The polygon to draw</param>
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/// <param name="color">The color to use</param>
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/// <param name="thickness">The thickness of the lines</param>
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public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 position, Polygon polygon, Color color,
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float thickness = 1f)
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/// /// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 position, Polygon polygon, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawPolygon(spriteBatch, position, polygon.Vertices, color, thickness);
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DrawPolygon(spriteBatch, position, polygon.Vertices, color, thickness, layerDepth);
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}
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/// <summary>
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@@ -49,61 +53,61 @@ namespace MonoGame.Extended
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/// <param name="points">The points to connect with lines</param>
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/// <param name="color">The color to use</param>
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/// <param name="thickness">The thickness of the lines</param>
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public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 offset, IReadOnlyList<Vector2> points, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 offset, IReadOnlyList<Vector2> points, Color color, float thickness = 1f, int layerDepth = 0)
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{
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if (points.Count == 0)
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return;
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if (points.Count == 1)
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{
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DrawPoint(spriteBatch, points[0], color, (int) thickness);
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DrawPoint(spriteBatch, points[0], color, (int)thickness);
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return;
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}
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var texture = GetTexture(spriteBatch);
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for (var i = 0; i < points.Count - 1; i++)
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DrawPolygonEdge(spriteBatch, texture, points[i] + offset, points[i + 1] + offset, color, thickness);
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DrawPolygonEdge(spriteBatch, texture, points[i] + offset, points[i + 1] + offset, color, thickness, layerDepth);
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DrawPolygonEdge(spriteBatch, texture, points[points.Count - 1] + offset, points[0] + offset, color,
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thickness);
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DrawPolygonEdge(spriteBatch, texture, points[points.Count - 1] + offset, points[0] + offset, color, thickness, layerDepth);
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}
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private static void DrawPolygonEdge(SpriteBatch spriteBatch, Texture2D texture, Vector2 point1, Vector2 point2,
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Color color, float thickness)
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private static void DrawPolygonEdge(SpriteBatch spriteBatch, Texture2D texture, Vector2 point1, Vector2 point2, Color color, float thickness, int layerDepth)
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{
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var length = Vector2.Distance(point1, point2);
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var angle = (float) Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
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var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
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var scale = new Vector2(length, thickness);
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spriteBatch.Draw(texture, point1, null, color, angle, Vector2.Zero, scale, SpriteEffects.None, 0);
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spriteBatch.Draw(texture, point1, null, color, angle, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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/// Draws a filled rectangle
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/// Draws a filled rectangle
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="rectangle">The rectangle to draw</param>
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/// <param name="color">The color to draw the rectangle in</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, int layerDepth = 0)
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{
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FillRectangle(spriteBatch, rectangle.Position, rectangle.Size, color);
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FillRectangle(spriteBatch, rectangle.Position, rectangle.Size, color, layerDepth);
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}
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/// <summary>
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/// Draws a filled rectangle
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/// Draws a filled rectangle
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="location">Where to draw</param>
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/// <param name="size">The size of the rectangle</param>
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/// <param name="color">The color to draw the rectangle in</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color, int layerDepth = 0)
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{
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spriteBatch.Draw(GetTexture(spriteBatch), location, null, color, 0, Vector2.Zero, size, SpriteEffects.None, 0);
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spriteBatch.Draw(GetTexture(spriteBatch), location, null, color, 0, Vector2.Zero, size, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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/// Draws a filled rectangle
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/// Draws a filled rectangle
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="x">The X coord of the left side</param>
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@@ -111,19 +115,21 @@ namespace MonoGame.Extended
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/// <param name="width">Width</param>
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/// <param name="height">Height</param>
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/// <param name="color">The color to draw the rectangle in</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, int layerDepth = 0)
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{
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FillRectangle(spriteBatch, new Vector2(x, y), new Size2(width, height), color);
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FillRectangle(spriteBatch, new Vector2(x, y), new Size2(width, height), color, layerDepth);
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}
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/// <summary>
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/// Draws a rectangle with the thickness provided
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/// Draws a rectangle with the thickness provided
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="rectangle">The rectangle to draw</param>
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/// <param name="color">The color to draw the rectangle in</param>
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/// <param name="thickness">The thickness of the lines</param>
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public static void DrawRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float thickness = 1f, int layerDepth = 0)
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{
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var texture = GetTexture(spriteBatch);
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var topLeft = new Vector2(rectangle.X, rectangle.Y);
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@@ -132,10 +138,10 @@ namespace MonoGame.Extended
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var horizontalScale = new Vector2(rectangle.Width, thickness);
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var verticalScale = new Vector2(thickness, rectangle.Height);
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spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, 0);
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spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, 0);
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spriteBatch.Draw(texture, topRight, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, 0);
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spriteBatch.Draw(texture, bottomLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, 0);
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spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth);
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spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth);
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spriteBatch.Draw(texture, topRight, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth);
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spriteBatch.Draw(texture, bottomLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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@@ -146,23 +152,23 @@ namespace MonoGame.Extended
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/// <param name="size">The size of the rectangle</param>
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/// <param name="color">The color to draw the rectangle in</param>
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/// <param name="thickness">The thickness of the line</param>
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public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawRectangle(spriteBatch, new RectangleF(location.X, location.Y, size.Width, size.Height), color, thickness);
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DrawRectangle(spriteBatch, new RectangleF(location.X, location.Y, size.Width, size.Height), color, thickness, layerDepth);
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}
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/// <summary>
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/// Draws a rectangle outline.
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/// </summary>
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public static void DrawRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float thickness = 1f)
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public static void DrawRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawRectangle(spriteBatch, new RectangleF(x, y, width, height), color, thickness);
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DrawRectangle(spriteBatch, new RectangleF(x, y, width, height), color, thickness, layerDepth);
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}
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/// <summary>
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/// Draws a line from point1 to point2 with an offset
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/// Draws a line from point1 to point2 with an offset
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="x1">The X coord of the first point</param>
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@@ -171,34 +177,34 @@ namespace MonoGame.Extended
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/// <param name="y2">The Y coord of the second point</param>
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/// <param name="color">The color to use</param>
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/// <param name="thickness">The thickness of the line</param>
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public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness);
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DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness, layerDepth);
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}
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/// <summary>
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/// Draws a line from point1 to point2 with an offset
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/// Draws a line from point1 to point2 with an offset
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="point1">The first point</param>
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/// <param name="point2">The second point</param>
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/// <param name="color">The color to use</param>
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/// <param name="thickness">The thickness of the line</param>
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public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness = 1f, int layerDepth = 0)
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{
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// calculate the distance between the two vectors
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var distance = Vector2.Distance(point1, point2);
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// calculate the angle between the two vectors
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var angle = (float) Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
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var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
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DrawLine(spriteBatch, point1, distance, angle, color, thickness);
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DrawLine(spriteBatch, point1, distance, angle, color, thickness, layerDepth);
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}
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/// <summary>
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/// Draws a line from point1 to point2 with an offset
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/// Draws a line from point1 to point2 with an offset
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="point">The starting point</param>
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@@ -206,48 +212,48 @@ namespace MonoGame.Extended
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/// <param name="angle">The angle of this line from the starting point</param>
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/// <param name="color">The color to use</param>
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/// <param name="thickness">The thickness of the line</param>
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public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness = 1f, int layerDepth = 0)
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{
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var origin = new Vector2(0f, 0.5f);
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var scale = new Vector2(length, thickness);
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spriteBatch.Draw(GetTexture(spriteBatch), point, null, color, angle, origin, scale, SpriteEffects.None, 0);
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spriteBatch.Draw(GetTexture(spriteBatch), point, null, color, angle, origin, scale, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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/// Draws a point at the specified x, y position. The center of the point will be at the position.
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/// Draws a point at the specified x, y position. The center of the point will be at the position.
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/// </summary>
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public static void DrawPoint(this SpriteBatch spriteBatch, float x, float y, Color color, float size = 1f)
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public static void DrawPoint(this SpriteBatch spriteBatch, float x, float y, Color color, float size = 1f, int layerDepth = 0)
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{
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DrawPoint(spriteBatch, new Vector2(x, y), color, size);
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DrawPoint(spriteBatch, new Vector2(x, y), color, size, layerDepth);
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}
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/// <summary>
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/// Draws a point at the specified position. The center of the point will be at the position.
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/// Draws a point at the specified position. The center of the point will be at the position.
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/// </summary>
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public static void DrawPoint(this SpriteBatch spriteBatch, Vector2 position, Color color, float size = 1f)
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public static void DrawPoint(this SpriteBatch spriteBatch, Vector2 position, Color color, float size = 1f, int layerDepth = 0)
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{
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var scale = Vector2.One*size;
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var offset = new Vector2(0.5f) - new Vector2(size*0.5f);
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spriteBatch.Draw(GetTexture(spriteBatch), position + offset, null, color, 0f, Vector2.Zero, scale, SpriteEffects.None, 0);
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var scale = Vector2.One * size;
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var offset = new Vector2(0.5f) - new Vector2(size * 0.5f);
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spriteBatch.Draw(GetTexture(spriteBatch), position + offset, null, color, 0f, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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/// Draw a circle from a <see cref="CircleF" /> shape
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/// Draw a circle from a <see cref="CircleF" /> shape
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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/// <param name="circle">The circle shape to draw</param>
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/// <param name="sides">The number of sides to generate</param>
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/// <param name="color">The color of the circle</param>
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/// <param name="thickness">The thickness of the lines used</param>
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public static void DrawCircle(this SpriteBatch spriteBatch, CircleF circle, int sides, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawCircle(this SpriteBatch spriteBatch, CircleF circle, int sides, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawCircle(spriteBatch, circle.Center, circle.Radius, sides, color, thickness);
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DrawCircle(spriteBatch, circle.Center, circle.Radius, sides, color, thickness, layerDepth);
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}
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/// <summary>
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/// Draw a circle
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/// Draw a circle
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/// </summary>
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/// <param name="spriteBatch">The destination drawing surface</param>
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||||
/// <param name="center">The center of the circle</param>
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@@ -255,14 +261,14 @@ namespace MonoGame.Extended
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/// <param name="sides">The number of sides to generate</param>
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/// <param name="color">The color of the circle</param>
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/// <param name="thickness">The thickness of the lines used</param>
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public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color,
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float thickness = 1f)
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/// <param name="layerDepth">The depth of the layer of this shape</param>
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public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness = 1f, int layerDepth = 0)
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{
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DrawPolygon(spriteBatch, center, CreateCircle(radius, sides), color, thickness);
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DrawPolygon(spriteBatch, center, CreateCircle(radius, sides), color, thickness, layerDepth);
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}
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||||
|
||||
/// <summary>
|
||||
/// Draw a circle
|
||||
/// Draw a circle
|
||||
/// </summary>
|
||||
/// <param name="spriteBatch">The destination drawing surface</param>
|
||||
/// <param name="x">The center X of the circle</param>
|
||||
@@ -271,14 +277,14 @@ namespace MonoGame.Extended
|
||||
/// <param name="sides">The number of sides to generate</param>
|
||||
/// <param name="color">The color of the circle</param>
|
||||
/// <param name="thickness">The thickness of the line</param>
|
||||
public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides,
|
||||
Color color, float thickness = 1f)
|
||||
/// <param name="layerDepth">The depth of the layer of this shape</param>
|
||||
public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color, float thickness = 1f, int layerDepth = 0)
|
||||
{
|
||||
DrawPolygon(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, thickness);
|
||||
DrawPolygon(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, thickness, layerDepth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw an ellipse.
|
||||
/// Draw an ellipse.
|
||||
/// </summary>
|
||||
/// <param name="spriteBatch">The destination drawing surface</param>
|
||||
/// <param name="center">Center of the ellipse</param>
|
||||
@@ -286,22 +292,22 @@ namespace MonoGame.Extended
|
||||
/// <param name="sides">The number of sides to generate.</param>
|
||||
/// <param name="color">The color of the ellipse.</param>
|
||||
/// <param name="thickness">The thickness of the line around the ellipse.</param>
|
||||
public static void DrawEllipse(this SpriteBatch spriteBatch, Vector2 center, Vector2 radius, int sides,
|
||||
Color color, float thickness = 1f)
|
||||
/// <param name="layerDepth">The depth of the layer of this shape</param>
|
||||
public static void DrawEllipse(this SpriteBatch spriteBatch, Vector2 center, Vector2 radius, int sides, Color color, float thickness = 1f, int layerDepth = 0)
|
||||
{
|
||||
DrawPolygon(spriteBatch, center, CreateEllipse(radius.X, radius.Y, sides), color, thickness);
|
||||
DrawPolygon(spriteBatch, center, CreateEllipse(radius.X, radius.Y, sides), color, thickness, layerDepth);
|
||||
}
|
||||
|
||||
private static Vector2[] CreateCircle(double radius, int sides)
|
||||
{
|
||||
const double max = 2.0*Math.PI;
|
||||
const double max = 2.0 * Math.PI;
|
||||
var points = new Vector2[sides];
|
||||
var step = max/sides;
|
||||
var step = max / sides;
|
||||
var theta = 0.0;
|
||||
|
||||
for (var i = 0; i < sides; i++)
|
||||
{
|
||||
points[i] = new Vector2((float) (radius*Math.Cos(theta)), (float) (radius*Math.Sin(theta)));
|
||||
points[i] = new Vector2((float)(radius * Math.Cos(theta)), (float)(radius * Math.Sin(theta)));
|
||||
theta += step;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user