public override void DrawUI() { base.DrawUI(); _returnLabel.Draw(); if (_state != MapState.ReturnToNexusLabel) { _yesLabel.Draw(); _noLabel.Draw(); } Minimap minimap = GlobalState.CurrentMinimap; if (minimap.tiles.Width == 0) { _noMapLabel.Draw(); } //explicit int math to not have to deal with subpixels int x = 110 - minimap.tiles.Width * _mapSheet.Width / 2; int y = 70 - minimap.tiles.Height * _mapSheet.Height / 2; minimap.Draw(_mapSheet, new Vector2(x, y), DrawPlayerIndicator: _playerIndicatorTimer < _playerBlink); selector.Draw(); }
/// <summary> /// Draws on screen. /// </summary> /// <param name="spriteBatch"></param> public static void DrawUi(SpriteBatch spriteBatch) { _minimap.Draw(spriteBatch); _inventory.Draw(spriteBatch); ButtonBar.Draw(spriteBatch); HotBar.Draw(spriteBatch); _inventory.DrawOnTop(spriteBatch); }
public override void Draw(GameTime GameTime) { base.Draw(GameTime); spriteList.ForEach((x) => x.Draw(GameTime, spriteBatch)); minimap.Draw(GameTime, spriteBatch); lock (playerButtonList) playerButtonList.Draw(GameTime, spriteBatch); matchConfigurationGrid.Draw(GameTime, spriteBatch); //ServerInformationHandler.ClientReadyToStartGame(); }
public void Draw(SpriteBatch sb, GFXHandler gh) { if (zones[curZoneID] != null) { zones[curZoneID].Draw(sb); } if (drawMinimap) { minimap.Draw(sb, gh); } }
private void DrawPlayerOnMinimap(Player player) { var obj = _playersPool.Pop(); if (obj != null) { _minimap.Draw(obj, player.Position); } PlayersDrawedOnMinimap++; }
/// <summary> /// Draws the scene. /// </summary> /// <param name="spriteBatch">The spriteBatch.</param> /// <param name="gameTime">The GameTime.</param> public override void Draw(SpriteBatch spriteBatch, GameTime gameTime) { _skyBox.Draw(spriteBatch, gameTime); _entityComposer.Draw(spriteBatch, gameTime); if (!_debugDisplay.Visible) { _scoreBoard.Draw(spriteBatch, gameTime); } _minimap.Draw(spriteBatch, gameTime); _debugDisplay.Draw(spriteBatch, gameTime); _blackBlend.Draw(spriteBatch, gameTime); UIManager.Draw(spriteBatch, gameTime); }
/// <summary> /// Dessine les éléments graphiques du contrôleur. /// </summary> public void Draw(SpriteBatch batch) { int ts = m_baseControler.MapRdr.UnitSize; // Récupère la position de la souris Vector2 position = new Vector2(Input.GetMouseState().X, Input.GetMouseState().Y); // Dessine le cursor batch.Draw(Ressources.Cursor, new Rectangle((int)position.X, (int)position.Y, 32, 32), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, ZLayer.Front); if (!IsEnabled) { m_modeButton.IsVisible = false; m_console.Visible = false; m_console.HasFocus = false; } else { m_modeButton.IsVisible = true; m_console.Visible = true; } // Dessine la case survolée var rawpos = GetMousePosUnits(); rawpos.X -= rawpos.X % 1; rawpos.Y -= rawpos.Y % 1; var pos = m_baseControler.MapRdr.ToScreenSpace(rawpos); batch.Draw(Ressources.HighlightMark, new Rectangle((int)pos.X, (int)pos.Y, ts, ts), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, ZLayer.GUI); // Dessine le bandeau supérieur batch.Draw(Ressources.DummyTexture, new Rectangle(0, 0, (int)Ressources.ScreenSize.X, 25), null, new Color(0, 0, 0, 200), 0.0f, Vector2.Zero, SpriteEffects.None, ZLayer.GUI + 5 * ZLayer.BackStep); // Dessine la minimap m_minimap.Position = new Vector2(Ressources.ScreenSize.X - 200, Ressources.ScreenSize.Y - 100); m_minimap.Size = new Vector2(200, 100); m_minimap.Z = ZLayer.GUI + 2 * ZLayer.BackStep; m_minimap.Draw(batch); // Dessine des infos de debug. batch.DrawString(Ressources.Font, "RowId = " + m_rowId + " | CheckpointId = " + m_checkpointId + " | Mouse=" + rawpos.ToString(), new Vector2(150, 0), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, ZLayer.GUI + 4 * ZLayer.BackStep); }
/// <summary> /// Draw this state to the screen. /// </summary> public override void Draw() { fps.IncrementFrames(); SpriteBatch batch = ServiceManager.Game.Batch; ServiceManager.Game.GraphicsDevice.RenderState.DepthBufferEnable = true; GraphicOptions.graphics.GraphicsDevice.Clear(GraphicOptions.BackgroundColor);//Must manually clear since we're not using the main Draw() batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.FrontToBack, SaveStateMode.SaveState); batch.Draw(sky, ServiceManager.Game.GraphicsDevice.Viewport.TitleSafeArea, Color.White); batch.End(); Scene.Draw(false); batch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.FrontToBack, SaveStateMode.SaveState); batch.DrawString(ServiceManager.Game.Font, fps.GetFormattedFPS(), Vector2.Zero, Color.White); batch.DrawString(ServiceManager.Game.Font, FormatTimeLeft(timeLeft), Vector2.UnitX * 300, Color.White); batch.End(); tips.Draw(); buffbar.Draw(); if (mouseCursor != null) { mouseCursor.Draw(); } hud.Draw(); cd.Draw(); Chat.Draw(); miniMap.Draw(localPlayer.Position); Scores.Draw(); helpOverlay.Draw(); }
public void Draw(SpriteBatch spriteBatch) { minimap.Draw(spriteBatch); }
public override void DrawScene() { Effects.TerrainFX.SetSsaoMap(_whiteTex); Effects.TerrainFX.SetShadowMap(_sMap.DepthMapSRV); Effects.TerrainFX.SetShadowTransform(_shadowTransform); _minimap.RenderMinimap(_dirLights); var view = _lightView; var proj = _lightProj; var viewProj = view * proj; _terrain.Renderer.DrawToShadowMap(ImmediateContext, _sMap, viewProj); ImmediateContext.Rasterizer.State = null; ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); ImmediateContext.Rasterizer.SetViewports(Viewport); _terrain.Renderer.ComputeSsao(ImmediateContext, _camera, _ssao, DepthStencilView); ImmediateContext.OutputMerger.SetTargets(DepthStencilView, RenderTargetView); ImmediateContext.Rasterizer.SetViewports(Viewport); ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.Silver); ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); if (Util.IsKeyDown(Keys.W)) { ImmediateContext.Rasterizer.State = RenderStates.WireframeRS; } if (Util.IsKeyDown(Keys.S)) { Effects.TerrainFX.SetSsaoMap(_whiteTex); } else { Effects.TerrainFX.SetSsaoMap(_ssao.AmbientSRV); } if (!Util.IsKeyDown(Keys.A)) { Effects.TerrainFX.SetShadowMap(_sMap.DepthMapSRV); Effects.TerrainFX.SetShadowTransform(_shadowTransform); } else { Effects.TerrainFX.SetShadowMap(_whiteTex); } Effects.BasicFX.SetEyePosW(_camera.Position); Effects.BasicFX.SetDirLights(_dirLights); Effects.BasicFX.SetSsaoMap(_whiteTex); Effects.BasicFX.SetSsaoMap(_whiteTex); if (_showSphere) { _sphere.World = Matrix.Translation(_spherePos); for (var p = 0; p < Effects.BasicFX.Light1Tech.Description.PassCount; p++) { var pass = Effects.BasicFX.Light1Tech.GetPassByIndex(p); _sphere.Draw(ImmediateContext, pass, _camera.View, _camera.Proj, RenderMode.Basic); } } _terrain.Renderer.Draw(ImmediateContext, _camera, _dirLights); ImmediateContext.Rasterizer.State = null; _sky.Draw(ImmediateContext, _camera); ImmediateContext.Rasterizer.State = null; ImmediateContext.OutputMerger.DepthStencilState = null; ImmediateContext.OutputMerger.DepthStencilReference = 0; _minimap.Draw(ImmediateContext); SwapChain.Present(0, PresentFlags.None); }
public override void DrawScene() { Effects.TerrainFX.SetSsaoMap(_whiteTex); Effects.TerrainFX.SetShadowMap(_sMap.DepthMapSRV); Effects.TerrainFX.SetShadowTransform(_shadowTransform); _minimap.RenderMinimap(_dirLights); var view = _lightView; var proj = _lightProj; var viewProj = view * proj; _terrain.Renderer.DrawToShadowMap(ImmediateContext, _sMap, viewProj); DrawSceneToShadowMap(); ImmediateContext.Rasterizer.State = null; ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); ImmediateContext.Rasterizer.SetViewports(Viewport); _terrain.Renderer.ComputeSsao(ImmediateContext, _camera, _ssao, DepthStencilView); ImmediateContext.OutputMerger.SetTargets(DepthStencilView, RenderTargetView); ImmediateContext.Rasterizer.SetViewports(Viewport); ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.Silver); ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); if (Util.IsKeyDown(Keys.W)) { ImmediateContext.Rasterizer.State = RenderStates.WireframeRS; } if (Util.IsKeyDown(Keys.S)) { Effects.TerrainFX.SetSsaoMap(_whiteTex); } else { Effects.TerrainFX.SetSsaoMap(_ssao.AmbientSRV); } if (!Util.IsKeyDown(Keys.A)) { Effects.TerrainFX.SetShadowMap(_sMap.DepthMapSRV); Effects.TerrainFX.SetShadowTransform(_shadowTransform); } else { Effects.TerrainFX.SetShadowMap(_whiteTex); } Effects.BasicFX.SetEyePosW(_camera.Position); Effects.BasicFX.SetDirLights(_dirLights); Effects.BasicFX.SetSsaoMap(_whiteTex); ImmediateContext.InputAssembler.InputLayout = InputLayouts.Basic32; ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; for (var p = 0; p < Effects.BasicFX.Light1Tech.Description.PassCount; p++) { var pass = Effects.BasicFX.Light1Tech.GetPassByIndex(p); _unit.Render(ImmediateContext, pass, _camera.View, _camera.Proj); } _terrain.Renderer.Draw(ImmediateContext, _camera, _dirLights); ImmediateContext.Rasterizer.State = null; _sky.Draw(ImmediateContext, _camera); ImmediateContext.Rasterizer.State = null; ImmediateContext.OutputMerger.DepthStencilState = null; ImmediateContext.OutputMerger.DepthStencilReference = 0; _minimap.Draw(ImmediateContext); FontCache.DrawStrings( new[] { "Currently: " + _unit.Position, "Destination: " + _unit.Destination.MapPosition }, Vector2.Zero, Color.Yellow ); FontCache.DrawString("bold", "This is bold", new Vector2(Window.ClientSize.Width - 200, 0), Color.Red); EndFrame(); }