feat: ISpriteBatch added for MonoGame integration
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Integration.MonoGame;
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public class SpriteBatchWrapper(GraphicsDevice graphicsDevice) : ISpriteBatch
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{
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private readonly SpriteBatch spriteBatch = new(graphicsDevice);
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public void Begin(SpriteSortMode sortMode = SpriteSortMode.Deferred, BlendState? blendState = null, SamplerState? samplerState = null, DepthStencilState? depthStencilState = null, RasterizerState? rasterizerState = null, Effect? effect = null, Matrix? transformMatrix = null)
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=> spriteBatch.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
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public void Draw(Texture2D texture, Vector2D position, AABB? sourceAABB, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
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public void Draw(Texture2D texture, Vector2D position, AABB? sourceAABB, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
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public void Draw(Texture2D texture, AABB destinationAABB, AABB? sourceAABB, Color color, float rotation, Vector2D origin, SpriteEffects effects, float layerDepth)
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=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), effects, layerDepth);
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public void Draw(Texture2D texture, Vector2D position, AABB? sourceAABB, Color color)
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=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color);
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public void Draw(Texture2D texture, AABB destinationAABB, AABB? sourceAABB, Color color)
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=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color);
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public void Draw(Texture2D texture, Vector2D position, Color color)
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=> spriteBatch.Draw(texture, position.ToDisplayVector2(), color);
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public void Draw(Texture2D texture, AABB destinationAABB, Color color)
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=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), color);
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public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color);
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public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
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public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
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public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth, bool rtl)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth, rtl);
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public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color);
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public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
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public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
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public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth, bool rtl)
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=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth, rtl);
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public void End()
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=> spriteBatch.End();
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}
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