Open drewmccluskey opened 5 years ago
// GM classic draw_rectangle(x1, y1, x2, y2, outline)
// Simplex vector standard draw_rectangle(vec2 position, vec2 size, bool outline)
// Possible extensions draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize) draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize, float angle) draw_rectangle(x1, y1, x2, y2, bool outline, float lineSize) draw_rectangle_ext(x1, y1, x2, y2, bool outline, float lineSize, float originX, float originY, float width, float height, float angle)
- draw_rectangle_color _Let's stick with **color** for sake of consistency with `System.Drawing.Color`_ - ✔️draw_roundrect - draw_roundrect_color - draw_roundrect_ext - draw_roundrect_color_ext - ✔️draw_triangle - draw_triangle_color ### Draw Extra - draw_set_circle_precision - draw_button - draw_healthbar - draw_path ## Sprites - ✔️ draw_self - ✔️draw_sprite - draw_sprite_ext - draw_sprite_general - draw_sprite_part - draw_sprite_part_ext - draw_sprite_stretched - draw_sprite_stretched_ext - draw_sprite_pos - draw_sprite_tiled - draw_sprite_tiled_ext ## Backgrounds - draw_background - draw_background_ext - draw_background_part - draw_background_part_ext - draw_background_stretched - draw_background_stretched_ext - draw_background_tiled - draw_background_tiled_ext - draw_background_general ## Primitives - draw_primitive_begin - draw_primitive_begin_texture - draw_primitive_end - draw_vertex - draw_vertex_color - draw_vertex_texture - draw_vertex_texture_color ## Surfaces - draw_surface - draw_surface_ext - draw_surface_part - draw_surface_part_ext - draw_surface_stretched - draw_surface_stretched_ext - draw_surface_tiled - draw_surface_tiled_ext - draw_surface_general ## SWF - draw_enable_swf_aa - draw_set_swf_aa_level - draw_get_swf_aa_level ## Skeleton - draw_skeleton - draw_skeleton_collision - draw_skeleton_time ## Text - draw_set_font - draw_set_halign - draw_set_valign - ✔️draw_text - draw_text_ext - draw_text_color - draw_text_transformed - draw_text_ext_color - draw_text_ext_transformed - draw_text_transformed_color - draw_text_ext_transformed_color - draw_highscore ### Color and Blending - draw_clear - draw_clear_alpha - ✔️ draw_set_alpha _As XNA4 defaults with premultiplied alpha (can be turned off but why would we cast byte->double on each batch), we will use this inner implementation. Therefore:_ ```csharp /*old*/ Color c = new Color(255, 0, 0, 128) // red, half alpha /*new*/ Color c = new Color(255, 0, 0, 255) * 0.5f // same output
✔️ draw_set_color
draw_set_color_write_enable
draw_set_blend_mode
draw_set_blend_mode_ext
draw_set_alpha_test
draw_set_alpha_test_ref_value
draw_get_alpha_test
draw_get_alpha_test_ref_value
draw_enable_alphablend
✔️draw_get_alpha
✔️draw_get_color
draw_get_valign
draw_get_halign
Draw Simple Shapes
// Simplex vector standard draw_rectangle(vec2 position, vec2 size, bool outline)
// Possible extensions draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize) draw_rectangle(vec2 position, vec2 size, bool outline, float lineSize, float angle) draw_rectangle(x1, y1, x2, y2, bool outline, float lineSize) draw_rectangle_ext(x1, y1, x2, y2, bool outline, float lineSize, float originX, float originY, float width, float height, float angle)
✔️ draw_set_color
draw_set_color_write_enable
draw_set_blend_mode
draw_set_blend_mode_ext
draw_set_alpha_test
draw_set_alpha_test_ref_value
draw_get_alpha_test
draw_get_alpha_test_ref_value
draw_enable_alphablend
✔️draw_get_alpha
✔️draw_get_color
draw_get_valign
draw_get_halign
Textures
Other
Possible to add