private void HandleDebugScreen(GameTime gameTime, Screen focusedScreen)
        {
            StringBuilder builder = new StringBuilder("Focused screen: ");

            if (focusedScreen != null)
            {
                _debugScreen.FocusedScreen = builder.Append(focusedScreen.Name).ToString();
            }
            else
            {
                _debugScreen.FocusedScreen = builder.ToString();
            }

            builder.Clear();

            builder = new StringBuilder("Screens: ");

            foreach (Screen screen in _screens)
            {
                builder.Append(screen.Name).Append(", ");
            }

            _debugScreen.Screens = builder.ToString().Substring(0, builder.Length - 2);
            _debugScreen.HandleInput();
            _debugScreen.Update(gameTime);
        }
Esempio n. 2
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        public void Update(GameTime gameTime)
        {
            //Switch States!
            if (_currentState != NextState)
            {
                _transitionManager.Begin(800, _currentState);
                _currentState = NextState;
            }

            _transitionManager.Update(gameTime);

            Input.Update(gameTime);
            GUIControl.Update(Input.mouseLastState, Input.mouseState);

            switch (_currentState)
            {
            case ScreenStates.MainMenu:
            {
                _mainMenuLogic.Update(gameTime);
                break;
            }

            case ScreenStates.RadialBlur:
            {
                _radialBlurLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Pixelizer:
            {
                _pixelizerLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Bokeh:
            {
                _bokehLogic.Update(gameTime);
                break;
            }

            case ScreenStates.ParticlePhysics:
            {
                _particlePhysicsLogic.Update(gameTime);
                break;
            }

            case ScreenStates.Subsurface:
            {
                _ssLogic.Update(gameTime);
                break;
            }

            case ScreenStates.FourierTransform:
            {
                _ftLogic.Update(gameTime);
                break;
            }

            default:
                throw new ArgumentOutOfRangeException();
            }

            _debugScreen.Update(gameTime);

            //Reload
        }
Esempio n. 3
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 public void Update(GameTime gameTime)
 {
     debug.Update(gameTime);
 }