public Gui(Game game) : base(game) { _neo = new Neo.Neo(game, Game1.CurrentPlatform); btnClickMe = new Button(_neo); btnClickMe.Text = "Click me"; btnClickMe.Size = new Size(110, 38); btnClickMe.Margins = new Margins(50); btnClickMe.Anchors = Anchors.Left; btnClickMe.Clicked += BtnClickMe_Clicked; row = new Row(_neo); row.Anchors = Anchors.Left | Anchors.Right | Anchors.Top; row.Size = new Size(50); row.Margins = new Margins(20); _neo.AddChildren( new Control[] { btnClickMe, row }); _neo.Create(); }
/// <param name="graphicsDevice">The <see cref="GraphicsDevice"/>, which will be used for sprite rendering.</param> /// <param name="capacity">The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64).</param> /// <exception cref="ArgumentNullException">Thrown when <paramref name="graphicsDevice"/> is null.</exception> public NeoBatch(GraphicsDevice graphicsDevice, ContentManager content, Neo neo) { _neo = neo; if (graphicsDevice == null) { throw new ArgumentNullException("graphicsDevice"); } _graphicsDevice = graphicsDevice; _effect = content.Load <Effect>("neo_shader"); _batcher = new NeoBatcher(graphicsDevice, _effect, 0); CheckScreenResolution(); _graphicsDevice.BlendState = BlendState.AlphaBlend; _graphicsDevice.DepthStencilState = DepthStencilState.None; _graphicsDevice.RasterizerState = RasterizerState.CullNone; _graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; }
public InstancedRectangles(Game game, Neo neo) : base(game) { _neo = neo; _effectInstanced = Game.Content.Load <Effect>("InstancingRectangleShader"); Initialize(); }