Files
sbox-public/engine/Sandbox.Engine/Scene/GameObjectSystems/DebugOverlay/DebugOverlaySystem.DrawText.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

61 lines
1.9 KiB
C#

namespace Sandbox;
public partial class DebugOverlaySystem
{
/// <summary>
/// Draw text in the world
/// </summary>
public void Text( Vector3 position, string text, float size = 32, TextFlag flags = TextFlag.Center, Color color = new Color(), float duration = 0, bool overlay = false )
{
if ( color == default ) color = Color.White;
var textBlock = new TextRendering.Scope( text, color, size )
{
Shadow = new TextRendering.Shadow { Color = Color.Black, Enabled = true, Offset = 2, Size = 4 }
};
Text( position, textBlock, flags, duration, overlay );
}
/// <summary>
/// Draw text in the world
/// </summary>
public void Text( Vector3 position, TextRendering.Scope scope, TextFlag flags = TextFlag.Center, float duration = 0, bool overlay = false )
{
Add( duration, new DebugTextSceneObject( Scene.SceneWorld, position, scope, flags )
{
RenderLayer = overlay ? SceneRenderLayer.OverlayWithoutDepth : SceneRenderLayer.OverlayWithDepth,
LocalBounds = BBox.FromPositionAndSize( 0, 256 )
} );
}
}
file class DebugTextSceneObject : SceneCustomObject
{
private readonly TextRendering.Scope _scope;
private readonly TextFlag _flags;
private readonly Vector3 _position;
private readonly float _scale;
public DebugTextSceneObject( SceneWorld sceneWorld, Vector3 position, TextRendering.Scope scope, TextFlag flags ) : base( sceneWorld )
{
_scope = scope;
_flags = flags;
_position = position;
var fontSize = _scope.FontSize;
var scaleFactor = fontSize < 32 ? fontSize.Remap( 0, 32, 0, 1 ) : 1.0f;
_scale = 0.33f * scaleFactor;
_scope.FontSize = MathF.Max( fontSize, 32 );
}
public override void RenderSceneObject()
{
var rotation = Graphics.CameraRotation;
Graphics.Attributes.Set( "WorldMat", Matrix.CreateScale( _scale ) * Matrix.CreateWorld( _position, rotation.Forward, rotation.Up ) );
Graphics.Attributes.SetCombo( "D_WORLDPANEL", 1 );
Graphics.DrawText( new Rect( 0 ), _scope, _flags );
}
}