mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 20:12:23 +00:00
* 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
49 lines
1.8 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|
|
} |