public void Draw(Renderer sb) { // Draw frame & background sb.Draw(Assets.TransparentBox, m_Rect, Color.DarkGray); sb.Draw(Assets.TransparentBox, m_Rect, Color.DarkGray); sb.Draw(Assets.TransparentBox, m_Rect, Color.DarkGray); m_LevelLabel.Draw(sb); m_Level.Draw(sb); m_ExpBar.Draw(sb); m_ExpText.Draw(sb); m_LevelsAreaFrame.Draw(sb); m_BtnLeft.Draw(sb); m_BtnRight.Draw(sb); m_DetailsLevelLabel.Draw(sb); m_DetailsRequiredPoints.Draw(sb); m_HintsLabel.Draw(sb); m_Hints.Draw(sb); m_MegaHintsLabel.Draw(sb); m_MegaHints.Draw(sb); m_UndoSizeLabel.Draw(sb); m_UndoSize.Draw(sb); m_ExpBonusLabel.Draw(sb); m_ExpBonus.Draw(sb); m_DisableTimer.Draw(sb); m_DisableExpBonus.Draw(sb); m_ErrorDetector.Draw(sb); m_ErrorDetector2.Draw(sb); m_Close.Draw(sb); }
void DrawFloorScroll(Renderer sb) { // Draw floors if (m_bFloorDataRetrieved) { Rectangle r = sb.ScissorRectangle; sb.ScissorRectangle = m_FloorScrollRect; float y = m_FloorScrollRect.Top + m_FloorScrollPosition; foreach (FloorDisplay floor in m_Floors) { floor.Draw(sb, (int)y, 1.0f); y += floor.Height; } sb.ScissorRectangle = r; } else { // Draw wait icon Assets.WaitIcon.Draw(sb, m_FloorWaitRectangle, Color.White); m_FloorDataFetchText.Draw(sb); } // Draw frame m_ScrollFrame.Draw(sb); }
void DrawInstructions(Renderer sb) { if (m_InstructionFrame != null) { // Draw background sb.Draw(Assets.TransGray, m_InstructionRect, Color.White); // Draw Frame m_InstructionFrame.Draw(sb); // Draw Text int iY = m_InstructionRect.Top + m_iTextMarginTopBottom; int iX = m_InstructionRect.Left + m_iTextMarginLeftRight; foreach (FormattedLine line in m_Lines) { line.Draw(sb, Assets.HelpFont, new Vector2(iX, iY), m_TextColor); iY += m_iTextLineHeight; } if (m_OKButton != null) { m_OKButton.Draw(sb); } } }
public void Draw(SpriteBatch sb) { // Draw frame sb.Draw(Assets.TransGray, m_Rect, Color.White); sb.Draw(Assets.TransGray, m_Rect, Color.White); sb.Draw(Assets.TransGray, m_Rect, Color.White); m_Frame.Draw(sb); // Draw Buttons foreach (UIButton b in m_Buttons) { b.Draw(sb); } }
void DrawProducts(SpriteBatch sb) { Rectangle r = sb.GraphicsDevice.ScissorRectangle; sb.GraphicsDevice.ScissorRectangle = m_ScrollRect; float y = m_ScrollRect.Top - m_ScrollPosition; foreach (ProductDisplay p in m_Products) { p.Draw(sb, (int)y); y += p.Height; } sb.GraphicsDevice.ScissorRectangle = r; // Draw frame m_ScrollFrame.Draw(sb); }
void DrawProducts(Renderer sb) { Rectangle r = sb.ScissorRectangle; sb.ScissorRectangle = m_ScrollRect; float y = m_ScrollRect.Top - m_ScrollPosition; foreach (ProductDisplay p in m_Products) { p.Draw(sb, (int)y); y += p.Height; } sb.ScissorRectangle = r; // Draw frame m_ScrollFrame.Draw(sb); }
public void Draw(SpriteBatch sb) { // Draw the box sb.Draw(Assets.TransGray, m_InputRect, m_bEnabled ? Color.White : Color.Gray); // Draw the text Happiness.ShadowString(sb, Assets.HelpFont, m_bMaskedText ? m_szMaskedText : m_szInputText, new Vector2(m_InputRect.Left + 4, m_InputRect.Top), m_bEnabled ? Color.White : Color.Gray); // Draw the cursor if (m_bShowCursor && m_bFocused && m_bEnabled) { Vector2 textSize = Assets.HelpFont.MeasureString(m_bMaskedText ? m_szMaskedText : m_szInputText); int cursorLeft = m_InputRect.Left + 4 + (int)textSize.X; sb.Draw(Assets.GoldBarVertical, new Rectangle(cursorLeft, m_InputRect.Top + 2, 2, m_InputRect.Height - 4), Color.White); } // Draw outline if (m_bFocused && m_bEnabled) { m_FocusFrame.Draw(sb); } }
public void Draw(SpriteBatch sb, int y) { float center = (m_fHeight * 0.5f); // Background sb.Draw(Assets.TransGray, new Rectangle(m_iLeft, y, m_iWidth, (int)m_fHeight), m_bSelected ? Color.White : Color.Gray); sb.Draw(Assets.GoldBarHorizontal, new Rectangle(m_iLeft, y, m_iWidth, 1), Color.Black); sb.Draw(Assets.GoldBarHorizontal, new Rectangle(m_iLeft, y + (int)(m_fHeight - 1), m_iWidth, 1), Color.Black); int frameLeft = (int)(Constants.ProductDisplay_FrameLeft * Happiness.Game.ScreenWidth); int frameWidth = m_iWidth - (frameLeft * 2); int frameHeight = (int)(m_fHeight / 1.5f); m_Frame = new UIFrame(3, new Rectangle(m_iLeft + frameLeft, y + (int)(center - (frameHeight >> 1)), frameWidth, frameHeight)); m_Frame.Draw(sb); // Gold Icon sb.Draw(Assets.GoldCoin, new Rectangle(m_rIcon.Left, m_rIcon.Top + y, m_rIcon.Width, m_rIcon.Height), Color.White); m_Coins.PositionY = (int)((y + center) - m_fCoinsHeight); m_Coins.Draw(sb); m_CoinsLabel.PositionX = m_Coins.PositionX + m_Coins.Width + 5; m_CoinsLabel.PositionY = (m_Coins.PositionY + m_Coins.Height) - (m_CoinsLabel.Height + 2); m_CoinsLabel.Draw(sb); m_VIP.PositionY = (int)((y + center) - m_fCoinsHeight); m_VIP.Draw(sb); m_VIPLabel.PositionX = m_VIP.PositionX + m_VIP.Width + 5; m_VIPLabel.PositionY = (m_VIP.PositionY + m_VIP.Height) - (m_VIPLabel.Height + 2); m_VIPLabel.Draw(sb); int buttonHeight = (int)(Constants.ProductDisplay_ButtonHeight * Happiness.Game.ScreenHeight); m_Purchase.SetY((y + (int)center) - (buttonHeight >> 1)); m_Purchase.Draw(sb); }