Beispiel #1
0
        /// <summary>
        /// Tells each screen to draw itself.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff ||
                    screen.ScreenState == ScreenState.Active)
                {
                    screen.PreDraw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            int transitionCount = 0;

            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.TransitionOff)
                {
                    ++transitionCount;
                    if (_transitions.Count < transitionCount)
                    {
                        PresentationParameters _pp = GraphicsDevice.PresentationParameters;
                        _transitions.Add(new RenderTarget2D(GraphicsDevice, _pp.BackBufferWidth, _pp.BackBufferHeight, false, SurfaceFormat.Color, _pp.DepthStencilFormat, _pp.MultiSampleCount, RenderTargetUsage.DiscardContents));
                    }
                    GraphicsDevice.SetRenderTarget(_transitions[transitionCount - 1]);
                    GraphicsDevice.Clear(Color.Transparent);
                    screen.Draw(gameTime);
                    GraphicsDevice.SetRenderTarget(null);
                }
            }

            GraphicsDevice.Clear(Color.Black);

            transitionCount = 0;
            foreach (GameScreen screen in _screens)
            {
                if (screen.ScreenState == ScreenState.Hidden)
                {
                    continue;
                }

                if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.TransitionOff)
                {
                    SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
                    SpriteBatch.Draw(_transitions[transitionCount], Vector2.Zero, Color.White * screen.TransitionAlpha);
                    SpriteBatch.End();

                    ++transitionCount;
                }
                else
                {
                    screen.Draw(gameTime);
                }
            }
            _input.Draw();
        }