public override void OnRender(Microsoft.SPOT.Presentation.Media.DrawingContext dc)
 {
     if (pushed)
     {
         dc.DrawRectangle(new SolidColorBrush(OnBackgroundColor), new Pen(BorderColor), 0, 0, ActualWidth, ActualHeight);
     }
     else
     {
         dc.DrawRectangle(new SolidColorBrush(NormalBackgroundColor), new Pen(BorderColor), 0, 0, ActualWidth, ActualHeight);
     }
 }
        public override void OnRender(Microsoft.SPOT.Presentation.Media.DrawingContext dc)
        {
            // Saving performance create fill brush only once
            if (gradientBrush == null)
                gradientBrush = new LinearGradientBrush(startColor, endColor, 0, this.Height / 2, 0, this.Height);

            // Gradient fill
            dc.DrawRectangle(gradientBrush, null , 0, 0, this.Width, this.Height);

            // Left line separator
            dc.DrawRectangle(solidBrush, null, 0, 0, 2, this.Height);
        }
        public override void OnRender(Microsoft.SPOT.Presentation.Media.DrawingContext dc)
        {
            // Draw outline rectangle
            dc.DrawRectangle(_fillBrush, _linePen, 0, 0, COLUMN_WIDTH * COLUMNS, ROW_HEIGHT * ROWS);

            // Performance tunning - save all property calls to variables
            int blockCols = _universe.NextBlock.Columns;
            int blockRows = _universe.NextBlock.Rows;

            int offsetX = (Width - (blockCols * COLUMN_WIDTH) + 2) / 2;
            int offsetY = (Height - (blockRows * ROW_HEIGHT) + 2) / 2;

            // Draw block
            for (int row = 0; row < blockRows; row++)
                for (int col = 0; col < blockCols; col++)
                {
                    int brushType = _universe.NextBlock.GetCell(row, col) - 1;
                    if (brushType >= 0)
                        dc.DrawRectangle(BlockBrushes.Instance.GetBrush(brushType),
                                         _blockPen,
                                         (col * COLUMN_WIDTH) + offsetX,
                                         (row * ROW_HEIGHT) + offsetY,
                                         COLUMN_WIDTH - 1,
                                         ROW_HEIGHT - 1);
                }

            base.OnRender(dc);
        }
Example #4
0
        public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch batch)
        {
            batch.DrawHorizontalBar(new Rectangle(10, TGame.ScreenHeight - 20, TGame.ScreenWidth - 20, 10), Health / MaxHealth, Color.White, Color.Red, 1);

            base.Draw(batch);

            if(inputState == InputStates.Character)
            {
                if (newItemTimer > 0)
                {
                    Vector2 center = (TGame.Instance.MainFont.MeasureString(itemDisplay) * 0.5f);
                    batch.DrawString(TGame.Instance.MainFont, itemDisplay, new Vector2(TGame.ScreenWidth * 0.5f, TGame.ScreenHeight - 32), Color.White, 0, center, 0.3f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, 0);
                }
            }
            else if(inputState == InputStates.Inventory)
            {
                batch.DrawRectangle(new Rectangle(10, 10, TGame.ScreenWidth - 20, TGame.ScreenHeight - 40), Color.Gray);

                string name = "";

                if (menuIndex >= 3)
                {
                    name = Inventory.GetSelectedName(menuIndex - 3);
                }

                if (menuIndex == 0 && Inventory.EquippedWeapon != null)
                    name = Inventory.EquippedWeapon.DisplayName;

                if (menuIndex == 1 && Inventory.EquippedArmor != null)
                    name = Inventory.EquippedArmor.DisplayName;

                if (menuIndex == 2 && Inventory.EquippedOffhand != null)
                    name = Inventory.EquippedOffhand.DisplayName;

                Vector2 center = (TGame.Instance.MainFont.MeasureString(name) * 0.5f);
                batch.DrawString(TGame.Instance.MainFont, name, new Vector2(TGame.ScreenWidth * 0.75f, TGame.ScreenHeight * 0.25f), Color.White, 0, center, 0.3f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, 0);

                batch.DrawRectangle(new Rectangle(20 + 10, 10 + 10, 32, 32), menuIndex == 0? Color.Red : Color.LightGray);

                if(Inventory.EquippedWeapon != null)
                    Inventory.EquippedWeapon.Draw(batch, new Rectangle(20 + 10, 10 + 10, 32, 32));

                batch.DrawRectangle(new Rectangle(20 + 10 + 42, 10 + 10, 32, 32), menuIndex == 1 ? Color.Red : Color.LightGray);

                if (Inventory.EquippedArmor != null)
                    Inventory.EquippedArmor.Draw(batch, new Rectangle(20 + 10 + 42, 10 + 10, 32, 32));

                batch.DrawRectangle(new Rectangle(20 + 10 + 84, 10 + 10, 32, 32), menuIndex == 2 ? Color.Red : Color.LightGray); //inv items equipped

                if (Inventory.EquippedOffhand != null)
                    Inventory.EquippedOffhand.Draw(batch, new Rectangle(20 + 10 + 84, 10 + 10, 32, 32));

                for (int x = 0; x < Inventory.gridWidth; x++)
                {
                    for (int y = 0; y < Inventory.gridHeight; y++)
                    {
                        batch.DrawRectangle(new Rectangle(20 + (x * 42), 64 + (y * 42), 32, 32), Color.LightGray);
                    }
                }

                for (int i = 0; i < Inventory.maxItems; i++)
                {
                    int xP = i;
                    int yP = 0;

                    while (xP >= Inventory.gridWidth)
                    {
                        xP -= Inventory.gridWidth;
                        yP++;
                    }

                    if (menuIndex - 3 == i)
                        batch.DrawRectangle(new Rectangle(20 + (xP * 42), 64 + (yP * 42), 32, 32), Color.Red);
                }

                for(int i = 0; i < Inventory.Items.Count; i++)
                {
                    if (Inventory.Items[i] != null)
                    {
                        int xP = i;
                        int yP = 0;

                        while (xP >= Inventory.gridWidth)
                        {
                            xP -= Inventory.gridWidth;
                            yP++;
                        }

                        Inventory.Items[i].Draw(batch, new Rectangle(20 + (xP * 42), 64 + (yP * 42), 32, 32));
                    }
                }
            }
        }
Example #5
0
 protected override void DrawSelf(GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
 {
     base.DrawSelf(gameTime, spriteBatch);
     spriteBatch.DrawRectangle(GlobalPosition + Transform, ContentSize, Color.White, 1);
 }