diff --git a/Source/Demos/Features/Demos/ShapesDemo.cs b/Source/Demos/Features/Demos/ShapesDemo.cs new file mode 100644 index 00000000..70a976dc --- /dev/null +++ b/Source/Demos/Features/Demos/ShapesDemo.cs @@ -0,0 +1,53 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using MonoGame.Extended; +using MonoGame.Extended.Shapes; + +namespace Features.Demos +{ + public class ShapesDemo : DemoBase + { + private SpriteBatch _spriteBatch; + + public ShapesDemo(GameMain game) + : base(game) + { + } + + public override string Name => "Shapes"; + + private readonly Polygon _polygon = new Polygon(new[] + { + new Vector2(0, 0), + new Vector2(40, 0), + new Vector2(40, 40), + new Vector2(60, 40), + new Vector2(60, 60), + new Vector2(0, 60), + }); + + protected override void LoadContent() + { + _spriteBatch = new SpriteBatch(GraphicsDevice); + } + + protected override void Draw(GameTime gameTime) + { + _spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend); + + _spriteBatch.FillRectangle(10, 10, 50, 50, Color.DarkRed); + _spriteBatch.DrawRectangle(10, 10, 50, 50, Color.Red, 2); + + _spriteBatch.DrawCircle(100, 100, 32, 32, Color.Green, 4); + _spriteBatch.DrawEllipse(new Vector2(200, 200), new Vector2(50, 25), 32, Color.Orange, 8); + + _spriteBatch.DrawLine(300, 300, 400, 100, Color.White, 6); + + _spriteBatch.DrawPoint(500, 300, Color.Brown, 64); + + _spriteBatch.DrawPolygon(new Vector2(600, 200), _polygon, Color.Aqua); + + _spriteBatch.End(); + } + } +} \ No newline at end of file diff --git a/Source/Demos/Features/GameMain.cs b/Source/Demos/Features/GameMain.cs index 8f5b1bf6..a527bdef 100644 --- a/Source/Demos/Features/GameMain.cs +++ b/Source/Demos/Features/GameMain.cs @@ -45,6 +45,7 @@ namespace Features //new GuiLayoutDemo(this), //new GuiDemo(this), //new ScreensDemo(this), + new ShapesDemo(this), new ViewportAdaptersDemo(this), new CollisionDemo(this), new TiledMapsDemo(this), diff --git a/Source/MonoGame.Extended/Math/ShapeExtensions.cs b/Source/MonoGame.Extended/Math/ShapeExtensions.cs index 30a0b59b..5424ada8 100644 --- a/Source/MonoGame.Extended/Math/ShapeExtensions.cs +++ b/Source/MonoGame.Extended/Math/ShapeExtensions.cs @@ -1,6 +1,5 @@ using System; using System.Collections.Generic; -using System.Net.NetworkInformation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MonoGame.Extended.Shapes; @@ -19,7 +18,12 @@ namespace MonoGame.Extended if (_whitePixelTexture == null) { _whitePixelTexture = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); - _whitePixelTexture.SetData(new[] {Color.White}); + _whitePixelTexture.SetData(new[] { Color.White }); + spriteBatch.Disposing += (sender, args) => + { + _whitePixelTexture?.Dispose(); + _whitePixelTexture = null; + }; } return _whitePixelTexture; @@ -34,10 +38,10 @@ namespace MonoGame.Extended /// The polygon to draw /// The color to use /// The thickness of the lines - public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 position, Polygon polygon, Color color, - float thickness = 1f) + /// /// The depth of the layer of this shape + public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 position, Polygon polygon, Color color, float thickness = 1f, int layerDepth = 0) { - DrawPolygon(spriteBatch, position, polygon.Vertices, color, thickness); + DrawPolygon(spriteBatch, position, polygon.Vertices, color, thickness, layerDepth); } /// @@ -49,61 +53,61 @@ namespace MonoGame.Extended /// The points to connect with lines /// The color to use /// The thickness of the lines - public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 offset, IReadOnlyList points, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 offset, IReadOnlyList points, Color color, float thickness = 1f, int layerDepth = 0) { if (points.Count == 0) return; if (points.Count == 1) { - DrawPoint(spriteBatch, points[0], color, (int) thickness); + DrawPoint(spriteBatch, points[0], color, (int)thickness); return; } var texture = GetTexture(spriteBatch); for (var i = 0; i < points.Count - 1; i++) - DrawPolygonEdge(spriteBatch, texture, points[i] + offset, points[i + 1] + offset, color, thickness); + DrawPolygonEdge(spriteBatch, texture, points[i] + offset, points[i + 1] + offset, color, thickness, layerDepth); - DrawPolygonEdge(spriteBatch, texture, points[points.Count - 1] + offset, points[0] + offset, color, - thickness); + DrawPolygonEdge(spriteBatch, texture, points[points.Count - 1] + offset, points[0] + offset, color, thickness, layerDepth); } - private static void DrawPolygonEdge(SpriteBatch spriteBatch, Texture2D texture, Vector2 point1, Vector2 point2, - Color color, float thickness) + private static void DrawPolygonEdge(SpriteBatch spriteBatch, Texture2D texture, Vector2 point1, Vector2 point2, Color color, float thickness, int layerDepth) { var length = Vector2.Distance(point1, point2); - var angle = (float) Math.Atan2(point2.Y - point1.Y, point2.X - point1.X); + var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X); var scale = new Vector2(length, thickness); - spriteBatch.Draw(texture, point1, null, color, angle, Vector2.Zero, scale, SpriteEffects.None, 0); + spriteBatch.Draw(texture, point1, null, color, angle, Vector2.Zero, scale, SpriteEffects.None, layerDepth); } /// - /// Draws a filled rectangle + /// Draws a filled rectangle /// /// The destination drawing surface /// The rectangle to draw /// The color to draw the rectangle in - public static void FillRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color) + /// The depth of the layer of this shape + public static void FillRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, int layerDepth = 0) { - FillRectangle(spriteBatch, rectangle.Position, rectangle.Size, color); + FillRectangle(spriteBatch, rectangle.Position, rectangle.Size, color, layerDepth); } /// - /// Draws a filled rectangle + /// Draws a filled rectangle /// /// The destination drawing surface /// Where to draw /// The size of the rectangle /// The color to draw the rectangle in - public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color) + /// The depth of the layer of this shape + public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color, int layerDepth = 0) { - spriteBatch.Draw(GetTexture(spriteBatch), location, null, color, 0, Vector2.Zero, size, SpriteEffects.None, 0); + spriteBatch.Draw(GetTexture(spriteBatch), location, null, color, 0, Vector2.Zero, size, SpriteEffects.None, layerDepth); } /// - /// Draws a filled rectangle + /// Draws a filled rectangle /// /// The destination drawing surface /// The X coord of the left side @@ -111,19 +115,21 @@ namespace MonoGame.Extended /// Width /// Height /// The color to draw the rectangle in - public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color) + /// The depth of the layer of this shape + public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, int layerDepth = 0) { - FillRectangle(spriteBatch, new Vector2(x, y), new Size2(width, height), color); + FillRectangle(spriteBatch, new Vector2(x, y), new Size2(width, height), color, layerDepth); } /// - /// Draws a rectangle with the thickness provided + /// Draws a rectangle with the thickness provided /// /// The destination drawing surface /// The rectangle to draw /// The color to draw the rectangle in /// The thickness of the lines - public static void DrawRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float thickness = 1f, int layerDepth = 0) { var texture = GetTexture(spriteBatch); var topLeft = new Vector2(rectangle.X, rectangle.Y); @@ -132,10 +138,10 @@ namespace MonoGame.Extended var horizontalScale = new Vector2(rectangle.Width, thickness); var verticalScale = new Vector2(thickness, rectangle.Height); - spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, 0); - spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, 0); - spriteBatch.Draw(texture, topRight, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, 0); - spriteBatch.Draw(texture, bottomLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, 0); + spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth); + spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth); + spriteBatch.Draw(texture, topRight, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth); + spriteBatch.Draw(texture, bottomLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth); } /// @@ -146,23 +152,23 @@ namespace MonoGame.Extended /// The size of the rectangle /// The color to draw the rectangle in /// The thickness of the line - public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Size2 size, Color color, float thickness = 1f, int layerDepth = 0) { - DrawRectangle(spriteBatch, new RectangleF(location.X, location.Y, size.Width, size.Height), color, thickness); + DrawRectangle(spriteBatch, new RectangleF(location.X, location.Y, size.Width, size.Height), color, thickness, layerDepth); } /// /// Draws a rectangle outline. /// - public static void DrawRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float thickness = 1f) + public static void DrawRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float thickness = 1f, int layerDepth = 0) { - DrawRectangle(spriteBatch, new RectangleF(x, y, width, height), color, thickness); + DrawRectangle(spriteBatch, new RectangleF(x, y, width, height), color, thickness, layerDepth); } /// - /// Draws a line from point1 to point2 with an offset + /// Draws a line from point1 to point2 with an offset /// /// The destination drawing surface /// The X coord of the first point @@ -171,34 +177,34 @@ namespace MonoGame.Extended /// The Y coord of the second point /// The color to use /// The thickness of the line - public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness = 1f, int layerDepth = 0) { - DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness); + DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness, layerDepth); } /// - /// Draws a line from point1 to point2 with an offset + /// Draws a line from point1 to point2 with an offset /// /// The destination drawing surface /// The first point /// The second point /// The color to use /// The thickness of the line - public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness = 1f, int layerDepth = 0) { // calculate the distance between the two vectors var distance = Vector2.Distance(point1, point2); // calculate the angle between the two vectors - var angle = (float) Math.Atan2(point2.Y - point1.Y, point2.X - point1.X); + var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X); - DrawLine(spriteBatch, point1, distance, angle, color, thickness); + DrawLine(spriteBatch, point1, distance, angle, color, thickness, layerDepth); } /// - /// Draws a line from point1 to point2 with an offset + /// Draws a line from point1 to point2 with an offset /// /// The destination drawing surface /// The starting point @@ -206,48 +212,48 @@ namespace MonoGame.Extended /// The angle of this line from the starting point /// The color to use /// The thickness of the line - public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness = 1f, int layerDepth = 0) { var origin = new Vector2(0f, 0.5f); var scale = new Vector2(length, thickness); - spriteBatch.Draw(GetTexture(spriteBatch), point, null, color, angle, origin, scale, SpriteEffects.None, 0); + spriteBatch.Draw(GetTexture(spriteBatch), point, null, color, angle, origin, scale, SpriteEffects.None, layerDepth); } /// - /// Draws a point at the specified x, y position. The center of the point will be at the position. + /// Draws a point at the specified x, y position. The center of the point will be at the position. /// - public static void DrawPoint(this SpriteBatch spriteBatch, float x, float y, Color color, float size = 1f) + public static void DrawPoint(this SpriteBatch spriteBatch, float x, float y, Color color, float size = 1f, int layerDepth = 0) { - DrawPoint(spriteBatch, new Vector2(x, y), color, size); + DrawPoint(spriteBatch, new Vector2(x, y), color, size, layerDepth); } /// - /// Draws a point at the specified position. The center of the point will be at the position. + /// Draws a point at the specified position. The center of the point will be at the position. /// - public static void DrawPoint(this SpriteBatch spriteBatch, Vector2 position, Color color, float size = 1f) + public static void DrawPoint(this SpriteBatch spriteBatch, Vector2 position, Color color, float size = 1f, int layerDepth = 0) { - var scale = Vector2.One*size; - var offset = new Vector2(0.5f) - new Vector2(size*0.5f); - spriteBatch.Draw(GetTexture(spriteBatch), position + offset, null, color, 0f, Vector2.Zero, scale, SpriteEffects.None, 0); + var scale = Vector2.One * size; + var offset = new Vector2(0.5f) - new Vector2(size * 0.5f); + spriteBatch.Draw(GetTexture(spriteBatch), position + offset, null, color, 0f, Vector2.Zero, scale, SpriteEffects.None, layerDepth); } /// - /// Draw a circle from a shape + /// Draw a circle from a shape /// /// The destination drawing surface /// The circle shape to draw /// The number of sides to generate /// The color of the circle /// The thickness of the lines used - public static void DrawCircle(this SpriteBatch spriteBatch, CircleF circle, int sides, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawCircle(this SpriteBatch spriteBatch, CircleF circle, int sides, Color color, float thickness = 1f, int layerDepth = 0) { - DrawCircle(spriteBatch, circle.Center, circle.Radius, sides, color, thickness); + DrawCircle(spriteBatch, circle.Center, circle.Radius, sides, color, thickness, layerDepth); } /// - /// Draw a circle + /// Draw a circle /// /// The destination drawing surface /// The center of the circle @@ -255,14 +261,14 @@ namespace MonoGame.Extended /// The number of sides to generate /// The color of the circle /// The thickness of the lines used - public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, - float thickness = 1f) + /// The depth of the layer of this shape + public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness = 1f, int layerDepth = 0) { - DrawPolygon(spriteBatch, center, CreateCircle(radius, sides), color, thickness); + DrawPolygon(spriteBatch, center, CreateCircle(radius, sides), color, thickness, layerDepth); } /// - /// Draw a circle + /// Draw a circle /// /// The destination drawing surface /// The center X of the circle @@ -271,14 +277,14 @@ namespace MonoGame.Extended /// The number of sides to generate /// The color of the circle /// The thickness of the line - public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, - Color color, float thickness = 1f) + /// The depth of the layer of this shape + 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); } /// - /// Draw an ellipse. + /// Draw an ellipse. /// /// The destination drawing surface /// Center of the ellipse @@ -286,22 +292,22 @@ namespace MonoGame.Extended /// The number of sides to generate. /// The color of the ellipse. /// The thickness of the line around the ellipse. - public static void DrawEllipse(this SpriteBatch spriteBatch, Vector2 center, Vector2 radius, int sides, - Color color, float thickness = 1f) + /// The depth of the layer of this shape + 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; }