protected virtual void draw_units(SpriteBatch spriteBatch)
        {
            Vector2 offset = this.loc + draw_vector();

            // Map sprite (first one, if not scrolling)
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            if (Scroll < UnitNodes.Count() && Offset.Y == Scroll * this.RowSize)
            {
                int scroll = Scroll * this.Columns;
                UnitNodes.Draw(spriteBatch,
                               Enumerable.Range(scroll,
                                                Math.Min(UnitNodes.Count - scroll, this.Columns)),
                               Offset - offset);
            }
            spriteBatch.End();

            // Draw other units
            spriteBatch.GraphicsDevice.ScissorRectangle = Scene_Map.fix_rect_to_screen(Unit_Scissor_Rect);
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Scissor_State);

            var visible_range = visible_indexes_range();

            if (visible_range.IsValid())
            {
                UnitNodes.Draw(spriteBatch, visible_range.Enumerate(),
                               Offset - offset);
            }

            spriteBatch.End();
        }
Example #2
0
        protected override void draw_window(SpriteBatch sprite_batch)
        {
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            // Scroll Bar
            if (Scrollbar != null)
            {
                Scrollbar.draw(sprite_batch);
            }
            Description_Window.draw(sprite_batch);
            Description.draw(sprite_batch);
            CancelButton.Draw(sprite_batch);
            Banner.draw(sprite_batch);
            Banner_Text.draw(sprite_batch);
            sprite_batch.End();
            // Labels
            sprite_batch.GraphicsDevice.ScissorRectangle = Scene_Map.fix_rect_to_screen(Data_Scissor_Rect);
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Scissor_State);
            OptionsNodes.Draw(sprite_batch, Offset);
            SettingsNodes.Draw(sprite_batch, Offset);

            if (on_soloanim && SoloAnim_Allowed)
            {
                Solo_Icon.draw(sprite_batch);
            }
            sprite_batch.End();

            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            // Cursor
            OptionsCursor.draw(sprite_batch);
            SettingsCursor.draw(sprite_batch);
            // Page Arrows
            Up_Page_Arrow.draw(sprite_batch);
            Down_Page_Arrow.draw(sprite_batch);
            sprite_batch.End();
        }