internal void RenderInternal() { if (!UpdatedOnce) { return; //prevent rendering before update } if (!Visible) { return; } if (Scene == null) { return; } if (Surface == null) { RenderEntity(); } else { foreach (var surface in Surfaces) { Surface temp = Draw.Target; Draw.SetTarget(surface); RenderEntity(); Draw.SetTarget(temp); } } }
internal void Render() { game.countRendering = false; var tempTarget = Draw.Target; Draw.SetTarget(renderSurface); Draw.Graphic(textPerformance, x, y); if (dismissFor > 0) { Draw.Graphic(textFramesLeft, x, y); } if (Visible) { Draw.Graphic(imgOverlay, x, y); Draw.Graphic(imgOtter, x, y); Draw.Graphic(imgError, x, y); if (countDownTimer > 0) { Draw.Graphic(textCountdown, x, y); } else { Draw.Graphic(imgScrollBarBg, x, y); Draw.Graphic(imgScrollBar, x, y); Draw.Graphic(textInput, x, y); Draw.Graphic(textInputHelp, x, y); Draw.Graphic(textPastCommands, x, y); Draw.Graphic(textCommandsBuffered, x, y); } } else { if (liveConsoleLines > 0) { Draw.Graphic(textPastCommandsLive, x, y); } } if (currentState == stateCamera) { Draw.Graphic(textCamera, x, y); } Draw.SetTarget(tempTarget); renderSurface.DrawToWindow(game); game.countRendering = true; }
internal void RenderInternal() { //Render scene graphics behind everything (Scenery!) if (Surface == null) { RenderScene(); } else { Surface temp = Draw.Target; foreach (var surface in Surfaces) { Draw.SetTarget(surface); RenderScene(); } Draw.SetTarget(temp); } foreach (KeyValuePair <int, List <Entity> > layer in layers.Reverse()) { foreach (Entity e in layer.Value) { if (e.AutoRender) { e.RenderInternal(); } } } if (Surface == null) { Render(); } else { Surface temp = Draw.Target; foreach (var surface in Surfaces) { Draw.SetTarget(surface); Render(); } Draw.SetTarget(temp); } }
internal void RenderInternal() { //Render scene graphics behind everything (Scenery!) if (Surface == null) { RenderScene(); } else { Surface temp = Draw.Target; foreach (var surface in Surfaces) { Draw.SetTarget(surface); RenderScene(); } Draw.SetTarget(temp); } foreach (var layer in layers.Reverse()) { foreach (var e in layer.Value) { if (e.AutoRender && e.Visible) { e.RenderInternal(); } } } if (Surface == null) { Render(); } else { Surface temp = Draw.Target; foreach (var surface in Surfaces) { Draw.SetTarget(surface); Render(); } Draw.SetTarget(temp); } }