本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.SpriteBatch.FlushIfNeeded方法的典型用法代码示例。如果您正苦于以下问题:C# SpriteBatch.FlushIfNeeded方法的具体用法?C# SpriteBatch.FlushIfNeeded怎么用?C# SpriteBatch.FlushIfNeeded使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Microsoft.Xna.Framework.Graphics.SpriteBatch
的用法示例。
在下文中一共展示了SpriteBatch.FlushIfNeeded方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DrawInto
//.........这里部分代码省略.........
if (flippedVert)
{
origin.Y *= -1;
flipAdjustment.Y = LineSpacing - size.Y;
}
}
// TODO: This looks excessive... i suspect we could do most
// of this with simple vector math and avoid this much matrix work.
Matrix transformation, temp;
Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
Matrix.Multiply(ref temp, ref transformation, out transformation);
Matrix.CreateRotationZ(rotation, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
// Get the default glyph here once.
Glyph? defaultGlyph = null;
if (DefaultCharacter.HasValue)
defaultGlyph = _glyphs[DefaultCharacter.Value];
var currentGlyph = Glyph.Empty;
var offset = Vector2.Zero;
var hasCurrentGlyph = false;
var firstGlyphOfLine = true;
for (var i = 0; i < text.Length; ++i)
{
var c = text[i];
if (c == '\r')
{
hasCurrentGlyph = false;
continue;
}
if (c == '\n')
{
offset.X = 0;
offset.Y += LineSpacing;
hasCurrentGlyph = false;
firstGlyphOfLine = true;
continue;
}
if (hasCurrentGlyph) {
offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
}
hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
if (!hasCurrentGlyph)
{
if (!defaultGlyph.HasValue)
throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
currentGlyph = defaultGlyph.Value;
hasCurrentGlyph = true;
}
if (hasCurrentGlyph) {
// The first character on a line might have a negative left side bearing.
// In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
// so that text does not hang off the left side of its rectangle.
if (firstGlyphOfLine) {
offset.X = Math.Max(offset.X, 0);
firstGlyphOfLine = false;
} else {
offset.X += currentGlyph.LeftSideBearing;
}
}
var p = offset;
if (flippedHorz)
p.X += currentGlyph.BoundsInTexture.Width;
p.X += currentGlyph.Cropping.X;
if (flippedVert)
p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
p.Y += currentGlyph.Cropping.Y;
Vector2.Transform(ref p, ref transformation, out p);
var destRect = new Vector4( p.X, p.Y,
currentGlyph.BoundsInTexture.Width * scale.X,
currentGlyph.BoundsInTexture.Height * scale.Y);
spriteBatch.DrawInternal(
_texture, destRect, currentGlyph.BoundsInTexture,
color, rotation, Vector2.Zero, effect, depth, false);
}
// We need to flush if we're using Immediate sort mode.
spriteBatch.FlushIfNeeded();
}