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); }
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 }
public void Update(GameTime gameTime) { debug.Update(gameTime); }