recrownedathenaeum/RecrownedAthenaeum/Render/RectangleRenderer.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
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using System;
namespace RecrownedAthenaeum.Render
{
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/// <summary>
/// Renders rectangles using the <see cref="PrimitiveBatch"/>.
/// </summary>
public class RectangleRenderer : IDisposable
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{
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private bool filled;
private bool disposed;
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/// <summary>
/// The <see cref="PrimitiveBatch"/> used. Needs to be disposed.
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/// </summary>
private readonly PrimitiveBatch primitiveBatch;
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/// <summary>
/// Creates a rectangle renderer with the given <see cref="PrimitiveBatch"/>.
/// </summary>
/// <param name="camera">Camera to use for <see cref="PrimitiveBatch"/>. Default will use <see cref="Configuration"/>.</param>
/// <param name="graphicsDevice">Graphics device to use. Default will use <see cref="Configuration"/>.</param>
public RectangleRenderer(Camera2D camera = null, GraphicsDevice graphicsDevice = null)
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{
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primitiveBatch = new PrimitiveBatch(camera, graphicsDevice);
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}
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/// <summary>
/// Disposes the rectangle renderer.
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/// </summary>
public void Dispose()
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{
Dispose(true);
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}
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/// <summary>
/// Overridable for dispose.
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/// </summary>
/// <param name="disposing">True when its a player calling the dispose.</param>
public virtual void Dispose(bool disposing)
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{
if (disposed) throw new ObjectDisposedException(GetType().Name);
if (disposing)
{
primitiveBatch.Dispose();
}
disposed = true;
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}
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/// <summary>
/// Begins a batch for rectangles.
/// </summary>
/// <param name="filled">Whether or not this batch should be filled rectangles.</param>
public void Begin(bool filled = false)
{
this.filled = filled;
primitiveBatch.Begin(filled ? PrimitiveType.TriangleStrip : PrimitiveType.LineStrip);
}
/// <summary>
/// Ends the batch.
/// </summary>
public void End()
{
primitiveBatch.End();
}
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/// <summary>
/// Draws a basic rectangle given bottom left and top right.
/// </summary>
/// <param name="x">X coordinate of bottom left.</param>
/// <param name="y">Y coordinate of bottom left.</param>
/// <param name="width">Width of rectangle.</param>
/// <param name="height">Height of rectangle.</param>
/// <param name="color">Color of all vertices of this rectangle.</param>
/// <param name="rotation">Rotation of rectangle. Default is 0 radians.</param>
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public void Draw(int x, int y, int width, int height, Color color, float rotation = 0)
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{
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primitiveBatch.primitiveCount = filled ? 3 : 4;
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Vector2[] corners = new Vector2[4];
corners[1] = new Vector2 (width, 0);
corners[2] = new Vector2(width, height);
corners[3] = new Vector2(0, height);
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if (rotation != 0)
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{
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Matrix rotMat = Matrix.CreateRotationZ(rotation);
for (int i = 0; i < corners.Length; i++)
{
corners[i] = Vector2.Transform(corners[i], rotMat);
corners[i].X += x;
corners[i].Y += y;
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}
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}
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primitiveBatch.AddVertex(corners[0], color);
primitiveBatch.AddVertex(corners[1], color);
primitiveBatch.AddVertex(corners[2], color);
primitiveBatch.AddVertex(corners[3], color);
primitiveBatch.AddVertex(corners[0], color);
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}
}
}