Esempio n. 1
0
        /// <summary>
        /// Draw any feedback that is appropriate to the current drop state.
        /// </summary>
        /// <remarks>
        /// Any drawing is done over the top of the ListView. This operation should disturb
        /// the Graphic as little as possible. Specifically, do not erase the area into which
        /// you draw.
        /// </remarks>
        /// <param name="g">A Graphic for drawing</param>
        /// <param name="bounds">The contents bounds of the ListView (not including any header)</param>
        public override void DrawFeedback(Graphics g, Rectangle bounds)
        {
            g.SmoothingMode = ObjectListView.SmoothingMode;

            switch (DropTargetLocation)
            {
            case DropTargetLocation.Background:
                DrawFeedbackBackgroundTarget(g, bounds);
                break;

            case DropTargetLocation.Item:
                DrawFeedbackItemTarget(g, bounds);
                break;

            case DropTargetLocation.AboveItem:
                DrawFeedbackAboveItemTarget(g, bounds);
                break;

            case DropTargetLocation.BelowItem:
                DrawFeedbackBelowItemTarget(g, bounds);
                break;
            }

            if (Billboard != null)
            {
                Billboard.Draw(ListView, g, bounds);
            }
        }
Esempio n. 2
0
        public override void Draw(Renderer renderer)
        {
            fadeInOut.Update(renderer.Time.PausableDtMs);

            float   alpha = Game.Instance.Renderer.EntityManager["respawn_spot"].GetFloat("alpha");
            Vector3 color = Game.Instance.Renderer.EntityManager["respawn_spot"].GetVector3("color");

            Billboard billboard = Game.Instance.Renderer.Billboard;

            billboard.Texture = texture;
            billboard.Reposition(Position, fadeInOut.Value, 1000, new Vector4(color.X, color.Y, color.Z, alpha));
            billboard.Draw(Game.Instance.Renderer.Camera.View, Game.Instance.Renderer.Camera.Projection);
        }