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Drawing.cs
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Drawing.cs
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using \u003CCppImplementationDetails\u003E;
using LeagueSharp.Native;
using SharpDX;
using SharpDX.Direct3D9;
using System;
using System.Drawing;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace LeagueSharp
{
/// <summary>
/// This class offers everything one needs to render ontop of the League of Legends window.
/// </summary>
public sealed class Drawing
{
/// <summary>
/// Game camera's view
/// </summary>
public static Matrix View
{
get { }
}
/// <summary>
/// Game camera's Projection
/// </summary>
public static Matrix Projection
{
get { }
}
/// <summary>
/// SharpDX DirectD3D9 Device
/// </summary>
public static Device Direct3DDevice
{
get { }
}
/// <summary>
/// Screen height of the League of Legends window
/// </summary>
public static int Height
{
get { }
}
/// <summary>
/// Screen width of the League of Legends window
/// </summary>
public static int Width
{
get { }
}
/// <summary>
/// SetRenderTarget Event, called before D3D9.SetRenderTarget is called
/// </summary>
public static event SetRenderTarget OnSetRenderTarget;
/// <summary>
/// Present Event, called before D3D9.Present is called
/// </summary>
public static event Present OnPresent;
/// <summary>
/// PostReset Event, called after Reset is called.
/// </summary>
public static event PostReset OnPostReset;
/// <summary>
/// PreReset Event, called before Reset is called.
/// </summary>
public static event PreReset OnPreReset;
/// <summary>
/// EndScene Event, subscribe to this event for using DirectX rendering code
/// </summary>
public static event EndScene OnEndScene;
/// <summary>
/// BeginScene Event
/// </summary>
public static event BeginScene OnBeginScene;
/// <summary>
/// Subscribe to this event to make use of drawing functions.
/// </summary>
public static event Draw OnDraw;
/// <summary>
/// Draws Text on the Screen.
/// </summary>
public static void DrawText(float x, float y, System.Drawing.Color color, string format) {}
/// <summary>
/// Draws Text on the Screen.
/// </summary>
public static void DrawText(float x, float y, System.Drawing.Color color, string format, params object[] @params) {}
/// <summary>
/// Draws a circle at the given 3D position with the given radius in the specified color.
/// </summary>
public static void DrawCircle(Vector3 pos, float radius, System.Drawing.Color color) {}
/// <summary>
/// Draws a line on the screen with specified thickness and color
/// </summary>
public static void DrawLine(Vector2 start, Vector2 end, float thickness, System.Drawing.Color color) {}
/// <summary>
/// Draws a line on the screen with specified thickness and color
/// </summary>
public static void DrawLine(float x, float y, float x2, float y2, float thickness, System.Drawing.Color color) {}
/// <summary>
/// Retrieves the text extent
/// </summary>
public static Size GetTextExtent(string text) {}
/// <summary>
/// Converts the given 3D world coordinates into minimap coordinates.
/// </summary>
public static Vector2 WorldToMinimap(Vector3 worldCoord) {}
/// <summary>
/// Converts the given 3D world coordinates into screen coordinates.
/// </summary>
[return: MarshalAs(UnmanagedType.U1)]
public static bool WorldToScreen(Vector3 worldCoord, out Vector2 screenCoord) {}
/// <summary>
/// Converts the given 3D world coordinates into screen coordinates.
/// </summary>
public static Vector2 WorldToScreen(Vector3 worldCoord) {}
/// <summary>
/// Converts the given screen coordinates into 3D world coordinates.
/// </summary>
public static Vector3 ScreenToWorld(Vector2 pos) {}
/// <summary>
/// Converts the given screen coordinates into 3D world coordinates.
/// </summary>
public static Vector3 ScreenToWorld(float x, float y) {}
}
}