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