/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { base.Draw(gameTime); spriteBatch.Begin(); Screens.ScreenManager.Draw(gameTime, spriteBatch); GameCursor.Draw(gameTime, spriteBatch); spriteBatch.End(); }
public void Draw(Batcher2D batcher) { SortControlsByInfo(); for (int i = _gumps.Count - 1; i >= 0; i--) { Control g = _gumps[i]; if (g.IsInitialized) { g.Draw(batcher, g.Location); } } GameCursor.Draw(batcher); }
public static void Draw(UltimaBatcher2D batcher) { SortControlsByInfo(); batcher.GraphicsDevice.Clear(Color.Transparent); batcher.Begin(); for (int i = Gumps.Count - 1; i >= 0; i--) { Control g = Gumps[i]; g.Draw(batcher, g.X, g.Y); } GameCursor?.Draw(batcher); batcher.End(); }
public static void Draw(UltimaBatcher2D batcher) { SortControlsByInfo(); batcher.GraphicsDevice.Clear(Color.Black); batcher.Begin(); for (var last = Gumps.Last; last != null; last = last.Previous) { var g = last.Value; g.Draw(batcher, g.X, g.Y); } GameCursor?.Draw(batcher); batcher.End(); }
public void Draw(Batcher2D batcher) { SortControlsByInfo(); batcher.GraphicsDevice.Clear(Color.Transparent); batcher.Begin(); for (int i = _gumps.Count - 1; i >= 0; i--) { Control g = _gumps[i]; if (g.IsInitialized) { g.Draw(batcher, g.X, g.Y); } } GameCursor?.Draw(batcher); batcher.End(); }