/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicUI.Draw(gameTime.ElapsedGameTime.TotalMilliseconds); debug.Draw(); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.SetRenderTarget(renderTarget); Color color = new Color(); color.A = 255; color.R = (byte)random.Next(0, 255); color.G = (byte)random.Next(0, 255); color.B = (byte)random.Next(0, 255); GraphicsDevice.Clear(color); GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Clear(Color.CornflowerBlue); basicUI.Draw(gameTime.ElapsedGameTime.TotalMilliseconds); debug.Draw(); base.Draw(gameTime); }
private void Render(RenderDrawContext arg1, RenderFrame arg2) { uiRoot.Draw(Game.UpdateTime.Elapsed.TotalMilliseconds); debug.Draw(); }
private void RenderUI() { root.Draw(elapsedGameTime); debug.Draw(); }