/// <summary> /// Render the button /// </summary> /// <param name="renderTarget">The RenderTarget the button /// should render to</param> public void Render(RenderTarget renderTarget) { // Render the primitive shape of the button renderTarget.Draw(shape); // Render the text inside the button text.Render(renderTarget); }
public override void Render(RenderTarget renderTarget) { // Render the title title.Render(renderTarget); // Render all the menu buttons foreach (var button in menuButtons) { button.Value.Render(renderTarget); } }
public override void Render(RenderTarget renderTarget) { // Render the title title.Render(renderTarget); // Render the back button backButton.Render(renderTarget); // Render the left paddle selector leftPaddleSelector.Render(renderTarget); // Render the left paddle selector rightPaddleSelector.Render(renderTarget); }
/// <summary> /// Render the screen /// </summary> /// <param name="renderTarget">The RenderTarget the screen should be /// rendered to</param> public override void Render(RenderTarget renderTarget) { // Render the titles title.Render(renderTarget); changeLanguageTitle.Render(renderTarget); // Render the language buttons foreach (UIButton button in languageButtons) { button.Render(renderTarget); } // Render the back button backButton.Render(renderTarget); }
/// <summary> /// Render the selector /// </summary> /// <param name="renderTarget">The RenderTarget the selector should /// render to</param> public void Render(RenderTarget renderTarget) { // Apply the current selected skin paddlePreview.FillColor = currentSkin.Color; // Render the paddle preview renderTarget.Draw(paddlePreview); // Render the skinChangeLeft button skinChangeLeft.Render(renderTarget); // Render the skinChangeRight button skinChangeRight.Render(renderTarget); // Render the skin name skinName.Render(renderTarget); }
/// <summary> /// Render the game /// </summary> /// <param name="renderTarget">The RenderTarget the game should /// render to</param> public void Render(RenderTarget renderTarget) { // Render the left paddle RenderLeftPaddle(renderTarget); // Render the right paddle RenderRightPaddle(renderTarget); // Set the position of the ball and render it ball.Position = Model.Ball.Position; renderTarget.Draw(ball); // Render the left score renderTarget.Draw(leftSideScore); // Render the right score renderTarget.Draw(rightSideScore); // Update the scores // TODO(patrik): Maybe we should not do this every frame?!?!?? UpdateScore(); helperMessage.Render(renderTarget); }