refactor SpriteBatch render overloads a bit, and add non-ref variants for laziness
This commit is contained in:
parent
44a871f4e0
commit
1a7566d28c
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@ -209,6 +209,11 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, x, y, ref _defaultSpriteColor);
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Render(texture, x, y, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, int x, int y, Color color)
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{
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Render(texture, x, y, ref color);
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}
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public void Render(Texture texture, int x, int y, ref Color color)
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public void Render(Texture texture, int x, int y, ref Color color)
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{
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{
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y = FixYCoord(y, texture.Height);
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y = FixYCoord(y, texture.Height);
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@ -220,6 +225,11 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, x, y, width, height, ref _defaultSpriteColor);
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Render(texture, x, y, width, height, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, int x, int y, int width, int height, Color color)
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{
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Render(texture, x, y, width, height, ref color);
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}
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public void Render(Texture texture, int x, int y, int width, int height, ref Color color)
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public void Render(Texture texture, int x, int y, int width, int height, ref Color color)
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{
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{
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y = FixYCoord(y, height);
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y = FixYCoord(y, height);
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@ -231,6 +241,11 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, x, y, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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Render(texture, x, y, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, int x, int y, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, Color color)
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{
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Render(texture, x, y, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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public void Render(Texture texture, int x, int y, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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public void Render(Texture texture, int x, int y, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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{
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{
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y = FixYCoord(y, texture.Height);
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y = FixYCoord(y, texture.Height);
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@ -242,17 +257,32 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, x, y, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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Render(texture, x, y, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, int x, int y, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, Color color)
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{
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Render(texture, x, y, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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public void Render(Texture texture, int x, int y, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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public void Render(Texture texture, int x, int y, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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{
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{
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y = FixYCoord(y, height);
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y = FixYCoord(y, height);
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AddSprite(texture, x, y, x + width, y + height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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AddSprite(texture, x, y, x + width, y + height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition)
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{
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Render(texture, ref worldPosition, ref _defaultSpriteColor);
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}
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public void Render(Texture texture, ref Vector3 worldPosition)
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public void Render(Texture texture, ref Vector3 worldPosition)
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{
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{
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Render(texture, ref worldPosition, ref _defaultSpriteColor);
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Render(texture, ref worldPosition, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, Color color)
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{
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Render(texture, ref worldPosition, ref color);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, ref Color color)
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public void Render(Texture texture, ref Vector3 worldPosition, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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@ -263,11 +293,21 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, screenCoordinates.X, screenCoordinates.Y, ref color);
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Render(texture, screenCoordinates.X, screenCoordinates.Y, ref color);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, int width, int height)
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{
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Render(texture, ref worldPosition, width, height, ref _defaultSpriteColor);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height)
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height)
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{
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{
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Render(texture, ref worldPosition, width, height, ref _defaultSpriteColor);
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Render(texture, ref worldPosition, width, height, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, int width, int height, Color color)
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{
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Render(texture, ref worldPosition, width, height, ref color);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, ref Color color)
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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@ -278,11 +318,21 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, screenCoordinates.X, screenCoordinates.Y, width, height, ref color);
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Render(texture, screenCoordinates.X, screenCoordinates.Y, width, height, ref color);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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{
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Render(texture, ref worldPosition, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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public void Render(Texture texture, ref Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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{
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{
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Render(texture, ref worldPosition, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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Render(texture, ref worldPosition, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, Color color)
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{
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Render(texture, ref worldPosition, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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public void Render(Texture texture, ref Vector3 worldPosition, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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@ -293,11 +343,21 @@ namespace Blarg.GameFramework.Graphics
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Render(texture, screenCoordinates.X, screenCoordinates.Y, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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Render(texture, screenCoordinates.X, screenCoordinates.Y, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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{
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Render(texture, ref worldPosition, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom)
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{
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{
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Render(texture, ref worldPosition, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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Render(texture, ref worldPosition, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref _defaultSpriteColor);
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}
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}
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public void Render(Texture texture, Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, Color color)
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{
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Render(texture, ref worldPosition, width, height, texCoordLeft, texCoordTop, texCoordRight, texCoordBottom, ref color);
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}
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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public void Render(Texture texture, ref Vector3 worldPosition, int width, int height, float texCoordLeft, float texCoordTop, float texCoordRight, float texCoordBottom, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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@ -313,6 +373,11 @@ namespace Blarg.GameFramework.Graphics
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Render(atlas, index, x, y, ref _defaultSpriteColor);
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Render(atlas, index, x, y, ref _defaultSpriteColor);
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}
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}
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public void Render(TextureAtlas atlas, int index, int x, int y, Color color)
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{
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Render(atlas, index, x, y, ref color);
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}
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public void Render(TextureAtlas atlas, int index, int x, int y, ref Color color)
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public void Render(TextureAtlas atlas, int index, int x, int y, ref Color color)
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{
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{
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RectF texCoords;
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RectF texCoords;
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@ -329,6 +394,11 @@ namespace Blarg.GameFramework.Graphics
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Render(atlas, index, x, y, width, height, ref _defaultSpriteColor);
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Render(atlas, index, x, y, width, height, ref _defaultSpriteColor);
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}
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}
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public void Render(TextureAtlas atlas, int index, int x, int y, int width, int height, Color color)
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{
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Render(atlas, index, x, y, width, height, ref color);
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}
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public void Render(TextureAtlas atlas, int index, int x, int y, int width, int height, ref Color color)
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public void Render(TextureAtlas atlas, int index, int x, int y, int width, int height, ref Color color)
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{
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{
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RectF texCoords;
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RectF texCoords;
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@ -338,11 +408,21 @@ namespace Blarg.GameFramework.Graphics
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AddSprite(atlas.Texture, x, y, x + width, y + height, texCoords.Left, texCoords.Top, texCoords.Right, texCoords.Bottom, ref color);
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AddSprite(atlas.Texture, x, y, x + width, y + height, texCoords.Left, texCoords.Top, texCoords.Right, texCoords.Bottom, ref color);
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}
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}
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public void Render(TextureAtlas atlas, int index, Vector3 worldPosition)
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{
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Render(atlas, index, ref worldPosition, ref _defaultSpriteColor);
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}
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition)
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition)
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{
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{
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Render(atlas, index, ref worldPosition, ref _defaultSpriteColor);
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Render(atlas, index, ref worldPosition, ref _defaultSpriteColor);
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}
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}
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public void Render(TextureAtlas atlas, int index, Vector3 worldPosition, Color color)
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{
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Render(atlas, index, ref worldPosition, ref color);
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}
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, ref Color color)
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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Render(atlas, index, screenCoordinates.X, screenCoordinates.Y, ref color);
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Render(atlas, index, screenCoordinates.X, screenCoordinates.Y, ref color);
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}
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}
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public void Render(TextureAtlas atlas, int index, Vector3 worldPosition, int width, int height)
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{
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Render(atlas, index, ref worldPosition, width, height, ref _defaultSpriteColor);
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}
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, int width, int height)
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, int width, int height)
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{
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{
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Render(atlas, index, ref worldPosition, width, height, ref _defaultSpriteColor);
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Render(atlas, index, ref worldPosition, width, height, ref _defaultSpriteColor);
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}
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}
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public void Render(TextureAtlas atlas, int index, Vector3 worldPosition, int width, int height, Color color)
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{
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Render(atlas, index, ref worldPosition, width, height, ref color);
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}
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, int width, int height, ref Color color)
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public void Render(TextureAtlas atlas, int index, ref Vector3 worldPosition, int width, int height, ref Color color)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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@ -373,39 +463,19 @@ namespace Blarg.GameFramework.Graphics
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#region Render: Fonts
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#region Render: Fonts
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public void Render(SpriteFont font, int x, int y, Color color, string text)
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{
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Render(font, x, y, ref color, 1.0f, text);
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}
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public void Render(SpriteFont font, int x, int y, ref Color color, string text)
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public void Render(SpriteFont font, int x, int y, ref Color color, string text)
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{
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{
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y = FixYCoord(y, font.LetterHeight);
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Render(font, x, y, ref color, 1.0f, text);
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}
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int drawX = x;
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public void Render(SpriteFont font, int x, int y, Color color, float scale, string text)
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int drawY = y;
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{
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Render(font, x, y, ref color, scale, text);
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for (int i = 0; i < text.Length; ++i)
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{
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char c = text[i];
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if (c == '\n')
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{
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// new line
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drawX = x;
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drawY -= font.LetterHeight;
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}
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else
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{
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RectF texCoords;
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Rect dimensions;
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font.GetCharTexCoords(c, out texCoords);
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font.GetCharDimensions(c, out dimensions);
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AddSprite(
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font.Texture,
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drawX, drawY, drawX + dimensions.Width, drawY + dimensions.Height,
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texCoords.Left, texCoords.Top, texCoords.Right, texCoords.Bottom,
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ref color
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);
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drawX += dimensions.Width;
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}
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}
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}
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}
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public void Render(SpriteFont font, int x, int y, ref Color color, float scale, string text)
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public void Render(SpriteFont font, int x, int y, ref Color color, float scale, string text)
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}
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}
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}
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}
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public void Render(SpriteFont font, Vector3 worldPosition, Color color, string text)
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{
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Render(font, ref worldPosition, ref color, 1.0f, text);
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}
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public void Render(SpriteFont font, ref Vector3 worldPosition, ref Color color, string text)
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public void Render(SpriteFont font, ref Vector3 worldPosition, ref Color color, string text)
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{
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{
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var screenCoordinates = GraphicsDevice.ViewContext.Camera.Project(ref worldPosition, ref _previousModelView, ref _previousProjection);
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Render(font, ref worldPosition, ref color, 1.0f, text);
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}
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int textWidth;
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public void Render(SpriteFont font, Vector3 worldPosition, Color color, float scale, string text)
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int textHeight;
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{
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font.MeasureString(out textWidth, out textHeight, text);
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Render(font, ref worldPosition, ref color, scale, text);
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screenCoordinates.X -= textWidth / 2;
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screenCoordinates.Y -= textHeight / 2;
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Render(font, screenCoordinates.X, screenCoordinates.Y, ref color, text);
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}
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}
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public void Render(SpriteFont font, ref Vector3 worldPosition, ref Color color, float scale, string text)
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public void Render(SpriteFont font, ref Vector3 worldPosition, ref Color color, float scale, string text)
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Render(font, screenCoordinates.X, screenCoordinates.Y, ref color, scale, text);
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Render(font, screenCoordinates.X, screenCoordinates.Y, ref color, scale, text);
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}
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}
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public void Printf(SpriteFont font, int x, int y, Color color, string format, params object[] args)
|
||||||
|
{
|
||||||
|
Printf(font, x, y, ref color, 1.0f, format, args);
|
||||||
|
}
|
||||||
|
|
||||||
public void Printf(SpriteFont font, int x, int y, ref Color color, string format, params object[] args)
|
public void Printf(SpriteFont font, int x, int y, ref Color color, string format, params object[] args)
|
||||||
{
|
{
|
||||||
_buffer.Clear();
|
Printf(font, x, y, ref color, 1.0f, format, args);
|
||||||
_buffer.AppendFormat(format, args);
|
}
|
||||||
|
|
||||||
Render(font, x, y, ref color, _buffer.ToString());
|
public void Printf(SpriteFont font, int x, int y, Color color, float scale, string format, params object[] args)
|
||||||
|
{
|
||||||
|
Printf(font, x, y, ref color, scale, format, args);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Printf(SpriteFont font, int x, int y, ref Color color, float scale, string format, params object[] args)
|
public void Printf(SpriteFont font, int x, int y, ref Color color, float scale, string format, params object[] args)
|
||||||
|
@ -492,12 +570,19 @@ namespace Blarg.GameFramework.Graphics
|
||||||
Render(font, x, y, ref color, scale, _buffer.ToString());
|
Render(font, x, y, ref color, scale, _buffer.ToString());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Printf(SpriteFont font, Vector3 worldPosition, Color color, string format, params object[] args)
|
||||||
|
{
|
||||||
|
Printf(font, ref worldPosition, ref color, 1.0f, format, args);
|
||||||
|
}
|
||||||
|
|
||||||
public void Printf(SpriteFont font, ref Vector3 worldPosition, ref Color color, string format, params object[] args)
|
public void Printf(SpriteFont font, ref Vector3 worldPosition, ref Color color, string format, params object[] args)
|
||||||
{
|
{
|
||||||
_buffer.Clear();
|
Printf(font, ref worldPosition, ref color, 1.0f, format, args);
|
||||||
_buffer.AppendFormat(format, args);
|
}
|
||||||
|
|
||||||
Render(font, ref worldPosition, ref color, _buffer.ToString());
|
public void Printf(SpriteFont font, Vector3 worldPosition, Color color, float scale, string format, params object[] args)
|
||||||
|
{
|
||||||
|
Printf(font, ref worldPosition, ref color, scale, format, args);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Printf(SpriteFont font, ref Vector3 worldPosition, ref Color color, float scale, string format, params object[] args)
|
public void Printf(SpriteFont font, ref Vector3 worldPosition, ref Color color, float scale, string format, params object[] args)
|
||||||
|
|
Reference in a new issue