lofcz / SimplexRpgEngine

Modular game engine built with MonoGame, with GMS2-like workflow and advanced level editor
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draw_ #54

Open drewmccluskey opened 5 years ago

drewmccluskey commented 5 years ago

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_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

Textures

Other

Possible to add