public void draw(SpriteBatch sprite_batch)
        {
            Vector2 loc = this.loc + draw_vector();

            // Window
            draw_window(sprite_batch, loc);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            for (int i = Type_Icons.Count - 1; i >= 0; i--)
            {
                if (i != this.type || TypeIconInactive)
                {
                    Type_Icons[i].draw(sprite_batch, -loc);
                }
            }
            if (!TypeIconInactive)
            {
                Type_Icons[this.type].draw(sprite_batch, -loc);
            }

            Left_Arrow.draw(sprite_batch, -(this.loc + arrow_draw_vector()));
            Right_Arrow.draw(sprite_batch, -(this.loc + arrow_draw_vector()));
            if (!Manual_Cursor_Draw)
            {
                draw_cursor(sprite_batch);
            }
            sprite_batch.End();
        }
Beispiel #2
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        public override void Draw(SpriteBatch spriteBatch)
        {
            if (!MenusHidden)
            {
                spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                PanelNodes.Draw(spriteBatch, -MenuLoc);
                if (Moving && Move_Page == Page)
                {
                    Move_Cursor.draw(spriteBatch, -(MenuLoc + Panels[Move_Index].loc));
                }

                Left_Page_Arrow.draw(spriteBatch, -MenuLoc);
                Right_Page_Arrow.draw(spriteBatch, -MenuLoc);
                Cursor.draw(spriteBatch, -MenuLoc);
                spriteBatch.End();

                if (Suspend_Panel != null)
                {
                    Suspend_Panel.Draw(spriteBatch);
                }

                if (Cursor.visible)
                {
                    spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    CancelButton.Draw(spriteBatch);
                    spriteBatch.End();
                }
            }
        }
 public void draw(SpriteBatch sprite_batch)
 {
     Window.draw(sprite_batch, -loc);
     Labels.draw(sprite_batch, -loc);
     Chapter.draw(sprite_batch, -loc);
     Lord_Lvl.draw(sprite_batch, -loc);
     Mode.draw(sprite_batch, -loc);
     Unit_Count.draw(sprite_batch, -loc);
     Gold.draw(sprite_batch, -loc);
     Counter.draw(sprite_batch, -loc);
     Lord_Sprite.draw(sprite_batch, -loc);
     Left_Arrow.draw(sprite_batch, -loc);
     Right_Arrow.draw(sprite_batch, -loc);
 }
Beispiel #4
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        public void draw(SpriteBatch sprite_batch)
        {
            Vector2 int_offset = new Vector2((int)Offset.X, (int)Offset.Y);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Black_Fill.draw(sprite_batch);
            sprite_batch.End();

            //sprite_batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend); //@Debug
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            if (PanTimer > 0 || (Fading_In ? FadeTimer == 0 : Active))
            {
                for (int i = 0; i <= Index; i++)
                {
                    Text[i].draw_multicolored(sprite_batch, int_offset);
                }

                UpArrow.draw(sprite_batch);
                DownArrow.draw(sprite_batch);
            }
            sprite_batch.End();
        }
        public override void Draw(SpriteBatch sprite_batch)
        {
            Vector2 offset = new Vector2(0, Offset.Y);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            Background.draw(sprite_batch);
            // Draw Windows //
            // Page //
            Pages[page].draw(sprite_batch, Offset);
            if (Delay > 0 && changing_page)
            {
                if (Direction == 6 ^ Delay < 12)
                {
                    Pages[(page + 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset - new Vector2(PAGE_SPACING + 320, 0));
                }
                else
                {
                    Pages[(page - 1 + Pages.Count) % Pages.Count].draw(sprite_batch, Offset + new Vector2(PAGE_SPACING + 320, 0));
                }
            }
            //if (changing_page)
            //    Background.draw(sprite_batch, new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha));
            // Top Panel //
            // Page Arrows
            Left_Page_Arrow.draw(sprite_batch, offset);
            Right_Page_Arrow.draw(sprite_batch, offset);
            Face_Bg.draw(sprite_batch, offset);

            if (Input.ControlScheme == ControlSchemes.Touch)
            {
                CancelButton.Draw(sprite_batch);
            }
            sprite_batch.End();

            Face.draw(sprite_batch, offset);

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            Top_Panel.draw(sprite_batch, offset);
            Platform.draw(sprite_batch, offset);
            //LvLabel.draw(sprite_batch, offset);
            //HpLabel.draw(sprite_batch, offset);
            //Lv_Hp_Labels_Other.draw(sprite_batch, offset);
            //foreach (RightAdjustedText stat in Lv_Hp_Values)
            //    stat.draw(sprite_batch, offset);
            foreach (TextSprite label in Battle_Stat_Labels)
            {
                label.draw(sprite_batch, offset);
            }

            Map_Sprite.draw(sprite_batch, offset);

            foreach (var node in TopPanelNodes)
            {
                node.Draw(sprite_batch, offset);
            }

            if (Global.game_map.icons_visible)
            {
                Rescue_Icon.draw(sprite_batch, offset);
            }
            if (changing_unit)
            {
                Color bg_tint = Background.tint;
                Background.tint = new Color(Bg_Alpha, Bg_Alpha, Bg_Alpha, Bg_Alpha);
                Background.draw(sprite_batch);
                Background.tint = bg_tint;
            }
            Black_Screen.draw(sprite_batch);
            sprite_batch.End();

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            if (Help_Window != null) //Debug
            {
                StatusCursors[page].draw(sprite_batch, offset);
            }
            sprite_batch.End();
            if (Help_Window != null)
            {
                Help_Window.draw(sprite_batch);
            }
        }