Esempio n. 1
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 /// <summary>
 /// Processes a Render.
 /// </summary>
 /// <param name="spriteBatch">The SpriteBatch.</param>
 /// <param name="gameTime">The GameTime.</param>
 public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
 {
     if (ActiveScene != null)
     {
         ActiveScene.Draw(spriteBatch, gameTime);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Draw everything.
        /// Note: need to be called after clearing the device.
        /// </summary>
        /// <param name="clearBuffer">If true, will also clear buffer.</param>
        public void Draw(bool clearBuffer = true)
        {
            // get graphic device
            GraphicsDevice device = Core.Graphics.GraphicsManager.GraphicsDevice;

            // call the before-draw update function
            ActiveScene.BeforeDraw();

            // start drawing frame
            Core.Graphics.GraphicsManager.StartDrawFrame();

            // reset diagnostic drawings count
            Diagnostic.ResetDrawCounters();

            // render everything
            ActiveScene.Draw();

            // end drawing frame (will also draw all rendering queues)
            Core.Graphics.GraphicsManager.EndDrawFrame();

            // reset stencil state
            device.DepthStencilState = DepthStencilState.Default;

            // draw ui
            if (UiEnabled)
            {
                UI.UserInterface.Active.Draw(_spriteBatch);
            }
        }
Esempio n. 3
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        public static void Draw()
        {
            if (ActiveScene != null)
            {
                //draw bg particle
                //if (ActiveScene.bg_particle != null)
                //{
                //    ActiveScene.DrawBGParticle(RenderContext);
                //}

                //draw HUD Belakang
                RenderContext.SpriteBatch.Begin();
                ActiveScene.DrawHUDBack(RenderContext);
                RenderContext.SpriteBatch.End();

                if (CameraManager.getInstance().camera.Focus == null)
                {
                    RenderContext.SpriteBatch.Begin();
                    ActiveScene.Draw(RenderContext);
                    RenderContext.SpriteBatch.End();
                }
                else
                {
                    RenderContext.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, CameraManager.getInstance().camera.Transform);
                    ActiveScene.Draw(RenderContext);
                    RenderContext.SpriteBatch.End();
                }

                //draw HUD Depan
                RenderContext.SpriteBatch.Begin();
                ActiveScene.DrawHUDFront(RenderContext);
                RenderContext.SpriteBatch.End();

                //ActiveScene.DrawParticle(RenderContext);
            }
        }
Esempio n. 4
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 public void Draw(SpriteBatch spriteBatch)
 {
     ActiveScene.Draw(spriteBatch);
 }
Esempio n. 5
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 /// <summary>
 /// Drawws the active scene.
 /// </summary>
 /// <param name="gameTime"></param>
 public override void Draw(GameTime gameTime)
 {
     base.Draw(gameTime);
     ActiveScene?.Draw(spriteBatch);
 }
Esempio n. 6
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 public void Draw(GameTime time, SpriteBatch batch)
 {
     ActiveScene.Draw(time, batch);
 }