Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/ParticleExtensions.cs
T
Dylan Wilson b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

49 lines
1.8 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Particles
{
public static class ParticleExtensions
{
public static void Draw(this SpriteBatch spriteBatch, ParticleEffect effect)
{
for (var i = 0; i < effect.Emitters.Count; i++)
UnsafeDraw(spriteBatch, effect.Emitters[i]);
}
public static void Draw(this SpriteBatch spriteBatch, ParticleEmitter emitter)
{
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);
}
}
}
}