mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
8850875fb4
* Moved `TextureRegion2D` and `NinePatchRegion2D` into Graphics namespace These are used for more than just texture atlas related things and are primarly for working with `Texture2D` instances and creating sub textures from them. Moving them to Graphics namespace where `Texture2D` lives in MonoGame * Dropped the `2D` suffix from `TextureRegion2D` and `NinePatchRegion2D` * Moved `RectanglExtensions` to project root This moves the extensions for `Rectangle` to the same relative namespace location as `Rectangle` is in MonoGame. * Renamed to `Rectangle.Extensions.cs` * Separate `Rectangle` from `RectangleF` extensions * Added `GetRelativeRectangle` method * Updated documentation * Added `GetRelativeRectangle` method * Updated documentation * Top-level namespace * Remove whitespace * Move properties up * Top-level namespace * Don't recreate structs for `Bounds` and Size` By having the property return a new struct, this allocates on the stack during situations like a loop during draw. * Size should be `Size` not `SizeF` value Textures deal in pixels (ints not floats) * Removed setter for `Texture` property Texture should not be set after region is created * Added UV properties * Refactor constructors * Added documentation * Added license header * Make it an actual extension method * Added `GetSubRegion` extension methods for `TextureRegion` * Update documentation about ObjectDisposedException * Move const values to top * Resolve errors from`TextureRegion` refactor * Update unit tests for TextureRegion refactor * Started NinePatch rework * Refactored NinePatch * Update for texture region constructor change * Remove ninepatch from atlas * Moved `TextureAtlasExtensions` into `SpriteBatch.Extensions` These are extension methods for the sprite batch * Updated to use new `DrawTextureRegion` method after rename * Renamed to NinePatchJsonConverter * Removed `GetRegion<T>` TextureAtlas no longer contains nine patch regions, so this method isn't needed * Update after `NinePatchRegion2DJsonConverter` name change * Resolve errors from NinePatch refactor * TextureAtlas rework * Renamed `TextureRegion` to `Texture2DRegion` * Moved ContentReaders to new Content\ContentReaders directory * Moved TextureAtlasJsonConvert to Serialization directory * Adjusted name from `Texture*` to `Texture2D*` * Update runtimereader and runtimettype strings
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using MonoGame.Extended.Graphics;
|
|
|
|
namespace MonoGame.Extended.Particles
|
|
{
|
|
public static class ParticleExtensions
|
|
{
|
|
public static void Draw(this SpriteBatch spriteBatch, ParticleEffect effect)
|
|
{
|
|
if(effect.IsDisposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < effect.Emitters.Count; i++)
|
|
UnsafeDraw(spriteBatch, effect.Emitters[i]);
|
|
}
|
|
|
|
public static void Draw(this SpriteBatch spriteBatch, ParticleEmitter emitter)
|
|
{
|
|
if(emitter.IsDisposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UnsafeDraw(spriteBatch, emitter);
|
|
}
|
|
|
|
private static unsafe void UnsafeDraw(SpriteBatch spriteBatch, ParticleEmitter emitter)
|
|
{
|
|
if(emitter.TextureRegion == null)
|
|
return;
|
|
|
|
var textureRegion = emitter.TextureRegion;
|
|
var origin = new Vector2(textureRegion.Width/2f, textureRegion.Height/2f);
|
|
var iterator = emitter.Buffer.Iterator;
|
|
|
|
while (iterator.HasNext)
|
|
{
|
|
var particle = iterator.Next();
|
|
var color = particle->Color.ToRgb();
|
|
|
|
if (spriteBatch.GraphicsDevice.BlendState == BlendState.AlphaBlend)
|
|
color *= particle->Opacity;
|
|
else
|
|
color.A = (byte) (particle->Opacity*255);
|
|
|
|
var position = new Vector2(particle->Position.X, particle->Position.Y);
|
|
var scale = particle->Scale;
|
|
var particleColor = new Color(color, particle->Opacity);
|
|
var rotation = particle->Rotation;
|
|
var layerDepth = particle->LayerDepth;
|
|
|
|
spriteBatch.Draw(textureRegion, position, particleColor, rotation, origin, scale, SpriteEffects.None, layerDepth);
|
|
}
|
|
}
|
|
}
|
|
}
|