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* Attempted Clyde cleanup, didn't get far. * Add negation operator to Vector2i. * Add RenderOrder to ISpriteComponent. * Post process shaders. Adds "post process" shaders to sprite component. These are executed on the WHOLE sprite component (every layer) in one draw. This is necessary to implement functional outlines.
27 lines
857 B
C#
27 lines
857 B
C#
using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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namespace Robust.Client.Graphics.Drawing
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{
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public abstract class DrawingHandleScreen : DrawingHandleBase
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{
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public abstract void DrawRect(UIBox2 rect, Color color, bool filled = true);
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public abstract void DrawTextureRectRegion(Texture texture, UIBox2 rect, UIBox2? subRegion = null, Color? modulate = null);
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public void DrawTexture(Texture texture, Vector2 position, Color? modulate = null)
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{
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CheckDisposed();
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DrawTextureRect(texture, UIBox2.FromDimensions(position, texture.Size), modulate);
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}
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public void DrawTextureRect(Texture texture, UIBox2 rect, Color? modulate = null)
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{
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CheckDisposed();
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DrawTextureRectRegion(texture, rect, null, modulate);
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}
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}
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}
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