using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Camera;
using System;
namespace RecrownedAthenaeum.Render
{
///
/// Renders rectangles using the .
///
public class RectangleRenderer : IDisposable
{
private bool disposed;
///
/// The used. Needs to be disposed.
///
private readonly PrimitiveBatch primitiveBatch;
///
/// Creates a rectangle renderer with the given .
///
/// Camera to use for . Default will use .
/// Graphics device to use. Default will use .
public RectangleRenderer(Camera2D camera = null, GraphicsDevice graphicsDevice = null)
{
primitiveBatch = new PrimitiveBatch(camera, graphicsDevice, 4);
}
///
/// Disposes the rectangle renderer.
///
public void Dispose()
{
Dispose(true);
}
///
/// Overridable for dispose.
///
/// True when its a player calling the dispose.
public virtual void Dispose(bool disposing)
{
if (disposed) throw new ObjectDisposedException(GetType().Name);
if (disposing)
{
primitiveBatch.Dispose();
}
disposed = true;
}
///
/// Draws a basic rectangle given bottom left and top right.
///
/// X coordinate of bottom left.
/// Y coordinate of bottom left.
/// Width of rectangle.
/// Height of rectangle.
/// Color of all vertices of this rectangle.
/// Rotation of rectangle. Default is 0 radians.
/// If this rectangle should be filled.
public void Draw(int x, int y, int width, int height, Color color, double rotation = 0, bool filled = false)
{
primitiveBatch.Begin(filled ? PrimitiveType.TriangleStrip : PrimitiveType.LineStrip);
Vector2[] corners = new Vector2[4];
corners[0] = new Vector2(x, y);
corners[1] = new Vector2(x + (float)Math.Cos(rotation) * width, y + (float)Math.Sin(rotation) * width);
double topRightAngleFromOrig = Math.Atan(height / (double)width);
float origDiagonalHypotenuse = (float)Math.Sqrt(width * width * height * height);
corners[2] = new Vector2(x + (float)Math.Cos(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse, y + (float)Math.Sin(topRightAngleFromOrig + rotation) * origDiagonalHypotenuse);
corners[3] = new Vector2(x + (float)Math.Cos(rotation + (Math.PI / 4f)) * height, y + (float)Math.Sin(rotation) * height);
if (filled)
{
primitiveBatch.AddVertex(corners[1], color);
primitiveBatch.AddVertex(corners[2], color);
primitiveBatch.AddVertex(corners[0], color);
primitiveBatch.AddVertex(corners[3], color);
}
else
{
primitiveBatch.AddVertex(corners[0], color);
primitiveBatch.AddVertex(corners[1], color);
primitiveBatch.AddVertex(corners[2], color);
primitiveBatch.AddVertex(corners[3], color);
}
primitiveBatch.End();
}
}
}