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https://github.com/space-wizards/RobustToolbox.git
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46 lines
1.9 KiB
C#
46 lines
1.9 KiB
C#
using System;
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using System.Numerics;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Robust.Client.Graphics
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{
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internal interface IRenderHandle
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{
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DrawingHandleScreen DrawingHandleScreen { get; }
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DrawingHandleWorld DrawingHandleWorld { get; }
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void RenderInRenderTarget(IRenderTarget target, Action a, Color? clearColor);
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void SetScissor(UIBox2i? scissorBox);
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/// <summary>
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/// Draws an entity.
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/// </summary>
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/// <param name="entity">The entity to draw</param>
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/// <param name="position">The local pixel position where the entity should be drawn.</param>
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/// <param name="scale">Scales the drawn entity</param>
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/// <param name="worldRot">The world rotation to use when drawing the entity.
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/// This impacts the sprites RSI direction. Null will retrieve the entity's actual rotation.
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/// </param>
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/// <param name="eyeRotation">The effective "eye" angle.
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/// This will cause the entity to be rotated, and may also affect the RSI directions.
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/// Draws the entity at some given angle.</param>
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/// <param name="overrideDirection">RSI direction override.</param>
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/// <param name="sprite">The entity's sprite component</param>
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/// <param name="xform">The entity's transform component.
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/// Only required if <see cref="overrideDirection"/> is null.</param>
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/// <param name="xformSystem">The transform system</param>
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void DrawEntity(EntityUid entity,
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Vector2 position,
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Vector2 scale,
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Angle? worldRot,
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Angle eyeRotation = default,
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Shared.Maths.Direction? overrideDirection = null,
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SpriteComponent? sprite = null,
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TransformComponent? xform = null,
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SharedTransformSystem? xformSystem = null);
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}
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}
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