public override void Draw(int dt, float depth) { float screenBarHeight = 0; //PositionManager.Get().UiXToScreenXRatio(barHeight, ref screenBarHeight); App.Get().defaultUIViewport.ViewportXToScreenXRatio(barHeight, out screenBarHeight); float screenBarWidth = 0; //PositionManager.Get().UiXToScreenXRatio(Size.x, ref screenBarWidth); App.Get().defaultUIViewport.ViewportXToScreenXRatio(barHeight, out screenBarHeight); F2 absolutePos = new F2(GetAbsoluteX(), GetAbsoluteY()); //PositionManager.Get().UiToScreen(absolutePos, screenPos); App.Get().defaultUIViewport.ViewportToScreen(absolutePos, ref screenPos); cursorPos.y = absolutePos.y; cursorPos.x = absolutePos.x + (Value - 0.5f) * Size.x; //PositionManager.Get().UiToScreen(cursorPos, cursorPos); App.Get().defaultUIViewport.ViewportToScreen(cursorPos, ref cursorPos); float screenCursorSide = 0; //PositionManager.Get().UiXToScreenXRatio(cursorSide, ref screenCursorSide); App.Get().defaultUIViewport.ViewportXToScreenXRatio(cursorSide, out screenCursorSide); int opacity = (int)(255 * GetAbsoluteOpacity()); float absoluteDepth = GetAbsoluteDepth(); App.Get().spriteBatchGui.Draw(texBar, screenPos.ToVector2(), null, Color.FromNonPremultiplied(Color.R, Color.G, Color.B, opacity), 0, new Vector2(texBar.Width / 2, texBar.Height / 2), new Vector2(screenBarWidth / texBar.Width, screenBarHeight / texBar.Height), SpriteEffects.None, absoluteDepth); App.Get().spriteBatchGui.Draw(texCursor, cursorPos.ToVector2(), null, Color.FromNonPremultiplied(CursorColor.R, CursorColor.G, CursorColor.B, opacity), 0, new Vector2(texCursor.Width / 2, texCursor.Width / 2), new Vector2(screenCursorSide / texCursor.Width, screenCursorSide / texCursor.Height), SpriteEffects.None, absoluteDepth + 0.01f); }
public override void Draw(int dt, float depth) { if (!Visible) { return; } F2 screenPosVetor = new F2(); //PositionManager.Get().UiToScreen(new F2(GetAbsoluteX(), GetAbsoluteY()),screenPosVetor); App.Get().defaultUIViewport.ViewportToScreen(new F2(GetAbsoluteX(), GetAbsoluteY()), ref screenPosVetor); Vector2 screenPos = screenPosVetor.ToVector2(); float opacityFloat = GetAbsoluteOpacity(); byte opacity = (byte)(255 * opacityFloat); Color color = Color.FromNonPremultiplied(Color.R, Color.G, Color.B, opacity); App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.002f); if (Border) { color.R = borderColor.R; color.G = borderColor.G; color.B = borderColor.B; color.A = (byte)(255 * opacityFloat * opacityFloat * opacityFloat); screenPos.X -= 1; screenPos.Y -= 1; App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.001f); screenPos.X += 2; App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.001f); screenPos.Y += 2; App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.001f); screenPos.X -= 2; App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.001f); screenPos.X += 1; screenPos.Y += 1; App.Get().spriteBatchGui.DrawString(font, Text, screenPos, color, 0, origin, 1, SpriteEffects.None, depth + 0.001f); } }
public override void Draw(int dt, float depth) { if (!Visible || texBackground == null) { return; } F2 screenPosVetor = new F2(); //PositionManager.Get().UiToScreen(new F2(GetAbsoluteX(), GetAbsoluteY()), screenPosVetor); App.Get().defaultUIViewport.ViewportToScreen(new F2(GetAbsoluteX(), GetAbsoluteY()), ref screenPosVetor); F2 screenSizeVetor = new F2(); //PositionManager.Get().UiToScreenRatio(Size, screenSizeVetor); App.Get().defaultUIViewport.ViewportToScreenRatio(Size, ref screenSizeVetor); screenSizeVetor.x /= texBackground.Width; screenSizeVetor.y /= texBackground.Height; App.Get().spriteBatchGui.Draw(texBackground, screenPosVetor.ToVector2(), null, Color.FromNonPremultiplied(Color.R, Color.G, Color.B, (int)(255 * GetAbsoluteOpacity())), Rotation.Value, new Vector2(texBackground.Width / 2, texBackground.Height / 2), screenSizeVetor.ToVector2(), SpriteEffects.None, depth); }