/// <summary> /// Handles drawing the GUI for the map. /// </summary> /// <param name="sb">The <see cref="ISpriteBatch"/> to use to draw.</param> protected virtual void DrawMapGUI(ISpriteBatch sb) { ToolManager.Instance.InvokeBeforeDrawMapGUI(sb, Map); TransBoxManager.Draw(sb, Camera); ToolManager.Instance.InvokeAfterDrawMapGUI(sb, Map); }
/// <summary> /// When overridden in the derived class, draws the graphics to the control. /// </summary> /// <param name="currentTime">The current time.</param> protected override void HandleDraw(TickCount currentTime) { base.HandleDraw(currentTime); if (DesignMode) { return; } if (_drawingManager.RenderWindow == null) { return; } if (Grh == null) { return; } Grh.Update(currentTime); m.Update(currentTime); _drawingManager.Update(currentTime); var sb = _drawingManager.BeginDrawWorld(_camera); if (sb == null) { return; } // Change the view var oldView = RenderWindow.GetView(); _drawView.Reset(new FloatRect(Camera.Min.X, Camera.Min.Y, Camera.Size.X, Camera.Size.Y)); RenderWindow.SetView(_drawView); try { try { Grh.Draw(sb, Vector2.Zero, Color.White); } catch (LoadingFailedException) { // A LoadingFailedException is generally fine here since it probably means the graphic file was invalid // or does not exist } // Draw the walls if (Walls != null) { foreach (var wall in Walls) { var rect = wall.ToRectangle(); RenderRectangle.Draw(sb, rect, _autoWallColor); } } m.Draw(sb, Camera); } finally { _drawingManager.EndDrawWorld(); // Restore the view RenderWindow.SetView(oldView); } }