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// GM classicdraw_rectangle(x1,y1,x2,y2,outline)// Simplex vector standard
draw_rectangle(vec2position,vec2size,booloutline)// Possible extensions
draw_rectangle(vec2position,vec2size,booloutline,floatlineSize)
draw_rectangle(vec2position,vec2size,booloutline,floatlineSize,floatangle)
draw_rectangle(x1,y1,x2,y2,booloutline,floatlineSize)
draw_rectangle_ext(x1,y1,x2,y2,booloutline,floatlineSize,floatoriginX,floatoriginY,floatwidth,floatheight,floatangle)
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:
/*old*/Colorc=newColor(255,0,0,128)// red, half alpha /*new*/Colorc=newColor(255,0,0,255)*0.5f// same output
✔️ draw_set_color
draw_set_color_write_enable
draw_set_blend_mode
draw_set_blend_mode_ext
draw_set_alpha_test
draw_set_alpha_test_ref_value
draw_get_alpha_test
draw_get_alpha_test_ref_value
draw_enable_alphablend
✔️draw_get_alpha
✔️draw_get_color
draw_get_valign
draw_get_halign
Textures
texture_get_width
texture_get_height
texture_get_texel_width
texture_get_texel_height
texture_set_interpolation
texture_set_interpolation_ext
texture_set_blending
texture_set_repeat
texture_set_repeat_ext
texture_set_stage
texture_global_scale
Other
draw_texture_flush
draw_enable_drawevent
Possible to add
draw_curve
draw_curve_color
draw_curve_width
draw_curve_width_color
The text was updated successfully, but these errors were encountered:
Draw Simple Shapes
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
Sprites
Backgrounds
Primitives
Surfaces
SWF
Skeleton
Text
Color and Blending
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:
✔️ draw_set_color
draw_set_color_write_enable
draw_set_blend_mode
draw_set_blend_mode_ext
draw_set_alpha_test
draw_set_alpha_test_ref_value
draw_get_alpha_test
draw_get_alpha_test_ref_value
draw_enable_alphablend
✔️draw_get_alpha
✔️draw_get_color
draw_get_valign
draw_get_halign
Textures
Other
Possible to add
The text was updated successfully, but these errors were encountered: