using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended.Shapes;
namespace MonoGame.Extended
{
///
/// Sprite batch extensions for drawing primitive shapes
///
public static class ShapeExtensions
{
private static Texture2D _whitePixelTexture;
private static Texture2D GetTexture(SpriteBatch spriteBatch)
{
if (_whitePixelTexture == null || _whitePixelTexture.IsDisposed)
{
_whitePixelTexture = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
_whitePixelTexture.SetData(new[] { Color.White });
spriteBatch.Disposing += (sender, args) =>
{
_whitePixelTexture?.Dispose();
_whitePixelTexture = null;
};
}
return _whitePixelTexture;
}
///
/// Draws a closed polygon from a shape
///
/// The destination drawing surface
/// ///
/// Where to position the polygon
/// The polygon to draw
/// The color to use
/// The thickness of the lines
/// /// The depth of the layer of this shape
public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 position, Polygon polygon, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawPolygon(spriteBatch, position, polygon.Vertices, color, thickness, layerDepth);
}
///
/// Draws a closed polygon from an array of points
///
/// The destination drawing surface
/// ///
/// Where to offset the points
/// The points to connect with lines
/// The color to use
/// The thickness of the lines
/// The depth of the layer of this shape
public static void DrawPolygon(this SpriteBatch spriteBatch, Vector2 offset, IReadOnlyList points, Color color, float thickness = 1f, float layerDepth = 0)
{
if (points.Count == 0)
return;
if (points.Count == 1)
{
DrawPoint(spriteBatch, points[0], color, (int)thickness);
return;
}
var texture = GetTexture(spriteBatch);
for (var i = 0; i < points.Count - 1; i++)
DrawPolygonEdge(spriteBatch, texture, points[i] + offset, points[i + 1] + offset, color, thickness, layerDepth);
DrawPolygonEdge(spriteBatch, texture, points[points.Count - 1] + offset, points[0] + offset, color, thickness, layerDepth);
}
private static void DrawPolygonEdge(SpriteBatch spriteBatch, Texture2D texture, Vector2 point1, Vector2 point2, Color color, float thickness, float layerDepth)
{
var length = Vector2.Distance(point1, point2);
var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
var scale = new Vector2(length, thickness);
spriteBatch.Draw(texture, point1, null, color, angle, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
}
///
/// Draws a filled rectangle
///
/// The destination drawing surface
/// The rectangle to draw
/// The color to draw the rectangle in
/// The depth of the layer of this shape
public static void FillRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float layerDepth = 0)
{
FillRectangle(spriteBatch, rectangle.Position, rectangle.Size, color, layerDepth);
}
///
/// Draws a filled rectangle
///
/// The destination drawing surface
/// Where to draw
/// The size of the rectangle
/// The color to draw the rectangle in
/// The depth of the layer of this shape
public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, SizeF size, Color color, float layerDepth = 0)
{
spriteBatch.Draw(GetTexture(spriteBatch), location, null, color, 0, Vector2.Zero, size, SpriteEffects.None, layerDepth);
}
///
/// Draws a filled rectangle
///
/// The destination drawing surface
/// The X coord of the left side
/// The Y coord of the upper side
/// Width
/// Height
/// The color to draw the rectangle in
/// The depth of the layer of this shape
public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float layerDepth = 0)
{
FillRectangle(spriteBatch, new Vector2(x, y), new SizeF(width, height), color, layerDepth);
}
///
/// Draws a rectangle with the thickness provided
///
/// The destination drawing surface
/// The rectangle to draw
/// The color to draw the rectangle in
/// The thickness of the lines
/// The depth of the layer of this shape
public static void DrawRectangle(this SpriteBatch spriteBatch, RectangleF rectangle, Color color, float thickness = 1f, float layerDepth = 0)
{
var texture = GetTexture(spriteBatch);
var topLeft = new Vector2(rectangle.X, rectangle.Y);
var topRight = new Vector2(rectangle.Right - thickness, rectangle.Y);
var bottomLeft = new Vector2(rectangle.X, rectangle.Bottom - thickness);
var horizontalScale = new Vector2(rectangle.Width, thickness);
var verticalScale = new Vector2(thickness, rectangle.Height);
spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth);
spriteBatch.Draw(texture, topLeft, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth);
spriteBatch.Draw(texture, topRight, null, color, 0f, Vector2.Zero, verticalScale, SpriteEffects.None, layerDepth);
spriteBatch.Draw(texture, bottomLeft, null, color, 0f, Vector2.Zero, horizontalScale, SpriteEffects.None, layerDepth);
}
///
/// Draws a rectangle with the thickness provided
///
/// The destination drawing surface
/// Where to draw
/// The size of the rectangle
/// The color to draw the rectangle in
/// The thickness of the line
/// The depth of the layer of this shape
public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, SizeF size, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawRectangle(spriteBatch, new RectangleF(location.X, location.Y, size.Width, size.Height), color, thickness, layerDepth);
}
///
/// Draws a rectangle outline.
///
public static void DrawRectangle(this SpriteBatch spriteBatch, float x, float y, float width, float height, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawRectangle(spriteBatch, new RectangleF(x, y, width, height), color, thickness, layerDepth);
}
///
/// Draws a line from point1 to point2 with an offset
///
/// The destination drawing surface
/// The X coord of the first point
/// The Y coord of the first point
/// The X coord of the second point
/// The Y coord of the second point
/// The color to use
/// The thickness of the line
/// The depth of the layer of this shape
public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness, layerDepth);
}
///
/// Draws a line from point1 to point2 with an offset
///
/// The destination drawing surface
/// The first point
/// The second point
/// The color to use
/// The thickness of the line
/// The depth of the layer of this shape
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness = 1f, float layerDepth = 0)
{
// calculate the distance between the two vectors
var distance = Vector2.Distance(point1, point2);
// calculate the angle between the two vectors
var angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
DrawLine(spriteBatch, point1, distance, angle, color, thickness, layerDepth);
}
///
/// Draws a line from point1 to point2 with an offset
///
/// The destination drawing surface
/// The starting point
/// The length of the line
/// The angle of this line from the starting point
/// The color to use
/// The thickness of the line
/// The depth of the layer of this shape
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness = 1f, float layerDepth = 0)
{
var origin = new Vector2(0f, 0.5f);
var scale = new Vector2(length, thickness);
spriteBatch.Draw(GetTexture(spriteBatch), point, null, color, angle, origin, scale, SpriteEffects.None, layerDepth);
}
///
/// Draws a point at the specified x, y position. The center of the point will be at the position.
///
public static void DrawPoint(this SpriteBatch spriteBatch, float x, float y, Color color, float size = 1f, float layerDepth = 0)
{
DrawPoint(spriteBatch, new Vector2(x, y), color, size, layerDepth);
}
///
/// Draws a point at the specified position. The center of the point will be at the position.
///
public static void DrawPoint(this SpriteBatch spriteBatch, Vector2 position, Color color, float size = 1f, float layerDepth = 0)
{
var scale = Vector2.One * size;
var offset = new Vector2(0.5f) - new Vector2(size * 0.5f);
spriteBatch.Draw(GetTexture(spriteBatch), position + offset, null, color, 0f, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
}
///
/// Draw a circle from a shape
///
/// The destination drawing surface
/// The circle shape to draw
/// The number of sides to generate
/// The color of the circle
/// The thickness of the lines used
/// The depth of the layer of this shape
public static void DrawCircle(this SpriteBatch spriteBatch, CircleF circle, int sides, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawCircle(spriteBatch, circle.Center, circle.Radius, sides, color, thickness, layerDepth);
}
///
/// Draw a circle
///
/// The destination drawing surface
/// The center of the circle
/// The radius of the circle
/// The number of sides to generate
/// The color of the circle
/// The thickness of the lines used
/// The depth of the layer of this shape
public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawPolygon(spriteBatch, center, CreateCircle(radius, sides), color, thickness, layerDepth);
}
///
/// Draw a circle
///
/// The destination drawing surface
/// The center X of the circle
/// The center Y of the circle
/// The radius of the circle
/// The number of sides to generate
/// The color of the circle
/// The thickness of the line
/// The depth of the layer of this shape
public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawPolygon(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, thickness, layerDepth);
}
///
/// Draw an ellipse.
///
/// The destination drawing surface
/// Center of the ellipse
/// Radius of the ellipse
/// The number of sides to generate.
/// The color of the ellipse.
/// The thickness of the line around the ellipse.
/// The depth of the layer of this shape
public static void DrawEllipse(this SpriteBatch spriteBatch, Vector2 center, Vector2 radius, int sides, Color color, float thickness = 1f, float layerDepth = 0)
{
DrawPolygon(spriteBatch, center, CreateEllipse(radius.X, radius.Y, sides), color, thickness, layerDepth);
}
private static Vector2[] CreateCircle(double radius, int sides)
{
const double max = 2.0 * Math.PI;
var points = new Vector2[sides];
var step = max / sides;
var theta = 0.0;
for (var i = 0; i < sides; i++)
{
points[i] = new Vector2((float)(radius * Math.Cos(theta)), (float)(radius * Math.Sin(theta)));
theta += step;
}
return points;
}
private static Vector2[] CreateEllipse(float rx, float ry, int sides)
{
var vertices = new Vector2[sides];
var t = 0.0;
var dt = 2.0 * Math.PI / sides;
for (var i = 0; i < sides; i++, t += dt)
{
var x = (float)(rx * Math.Cos(t));
var y = (float)(ry * Math.Sin(t));
vertices[i] = new Vector2(x, y);
}
return vertices;
}
}
}