ID

Uploaded

Status

Description

Work Items

Action

11601
by azchohfi
Feb 28, 2012
8:36 PM

Being evaluated

Enhanced TouchLocationState and TouchLocation.

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9927
by azchohfi
Jul 13, 2011
5:38 PM

Being evaluated

Fixed SpriteBatch.Draw Scale problems.

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8198
by MrNetrix
Jan 25, 2011
5:42 AM

Being evaluated

Fixed the implementation of "public void Draw(Texture2D texture, Rectangle destinationRectangle, Color color)".

It would calculate the scale by dividing the width and the height of the destination rectangle by the width and height of cmd.SourceRectangle (respectively), however, cmd.SourceRectangle was set to DoubleRectangle.Empty right before that, resulting in a scale that was negative and near zero. The repercussions of this was that the texture would not be visible, making the function useless. The solution assumes the source rectangle should cover the entire area of the texture, since that is the only thing that would make sense if someone were to specify only the destination rectangle.

6288

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5923
by justindujardin
May 10, 2010
5:18 PM

Applied

Fix to prevent ChildCanvasRender from null ref'ing with a null spritefont.

This also removes a duplicated overload to DrawString by converting the scale to Vector2 and calling the Vector2 scale version. The functions were identical except for this bit.

This raises a question about what the expected behavior is here. Should a draw command even make it into the list with a null sprite font? Should it throw when a sprite batch is passed a null sprite font? To observe, render text with a null sprite font such as:

_spriteBatch.DrawString(null, "This is bad", new Vector2(1337, 7331), Color.Black);


Applied May 13, 2010: thanks for the patch

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5922
by justindujardin
May 10, 2010
5:14 PM

Applied

Fix to allow ContentManager.Load<T> to deal with invalid SpriteFont resources. To see the bug, just try to load an invalid font such as below

_content.Load<SpriteFont>("This/SpriteFont/Really/Does/Not/Exist");


Applied May 13, 2010: looks good

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5700
by justindujardin
Apr 6, 2010
12:36 AM

Applied

NULL reference bug fix in SoundEffect constructor when there is no IGraphicsDeviceService available.

This patch defers the evaluation of this dependency until it is actually needed (when the sound is first played), as well as throws sanity exceptions for error cases.

You may find the unit test snippet used to cause the initial NULL reference bug, which will fail against the current SVN and will pass by finding the expected NotSupportedException exception when a user tries to play a SoundEffect without a GraphicsDevice with the patch applied.

Unit Test Snippet : http://gist.github.com/357016


Applied Apr 12, 2010: Thanks for the patch!

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4915
by goreckm
Jan 13, 2010
1:14 AM

Applied

Added the rest of the Contains method calls to the Rectangle class.


Applied Jan 13, 2010: Fine implementation

4432

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3704
by sashabu
Aug 28, 2009
8:40 AM

Applied

GameComponentCollection now implements IList<IGameComponent> rather than IList<GameComponent>. IGameComponents that implement IUpdateable or IDrawable are handled specially, like DrawableGameComponents were handled specially in the previous implementation.


Applied Aug 30, 2009: Good point :)

3852

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3667
by sashabu
Aug 23, 2009
4:08 AM

Applied

Fixed work item 3555. Renamed GetPressedKeys() to UpdatePressedKeys(), since instead of getting the keys pressed in the calling state, the method also updated pressed keys. Added GetPressedKeys() method that returns the pressed key array that was created last time Update() was called.


Applied Aug 30, 2009: Seems like a good patch.

3555

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3494
by Qbus
Aug 1, 2009
10:52 PM

Applied

Hi again

Forget the previous patch. I discovered some errors after submitting the previous patch, so please look at this instead. To be more specific I have fixed the "Contains" method of "Rectagle.cs".
Besides that, I discovered an wierd behavior in this Platformer sample I'm trying to convert, when a Sprite is "flopped". In this game, the player is already centeret, so when you do the CenterX = Element.ActualWidth /2, it looks jumpy. I'll post the source I have here, both for Platformer and "my" version of SilverSprite on my blog tomorrow or so. (http://laumania.net)

Again you find my changes by searching for "laumania" in each file. :)


Applied Aug 9, 2009: Changes applied :)

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