Exemple #1
0
        protected override void Draw(GameTime gameTime)
        {
            if (spriteBatch.BeginEnter())
            {
                try
                {
                    GraphicsDevice.SetRenderTarget(null);
                    GraphicsDevice.Clear(Color.Gray);
                    spriteBatch.Begin();
#if WINDOWS
                    //spriteBatch.DrawString(font, "Monogame.DX", 200 * Vector2.One, Color.White);
#endif
#if LINUX
                    //spriteBatch.DrawString(font, "Monogame.GL", 200 * Vector2.One, Color.White);
#endif
                    spriteBatch.Draw(_BarUp.Result.Image,
                                     _BarUp.Result.Padding,
                                     null,
                                     Color.White,
                                     rotation: 0f,
                                     origin: Vector2.Zero,
                                     _BarUp.Result.Scale,
                                     SpriteEffects.None,
                                     layerDepth: 0f);

                    spriteBatch.Draw(_BarUpDown.Result.Image,
                                     _BarUpDown.Result.Padding,
                                     null,
                                     Color.White,
                                     rotation: 0f,
                                     origin: Vector2.Zero,
                                     _BarUpDown.Result.Scale,
                                     SpriteEffects.None,
                                     layerDepth: 0f);

                    spriteBatch.Draw(_BarUpDownFader.Result.Image,
                                     _BarUpDownFader.Result.Padding,
                                     null,
                                     Color.White,
                                     rotation: 0f,
                                     origin: Vector2.Zero,
                                     _BarUpDownFader.Result.Scale,
                                     SpriteEffects.None,
                                     layerDepth: 0f);

                    spriteBatch.End();
                }
                finally
                {
                    spriteBatch.BeginLeave();
                }
            }

            //base.Draw(gameTime);
        }