Esempio n. 1
0
        /// <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)
        {
            draw++;
            _sceneManager.Draw(gameTime);

            spriteBatch.Begin();
            spriteBatch.DrawString(font,
                                   $"SPF: {gameTime.ElapsedGameTime.Milliseconds} ms\nDraw call count: {draw}\nUpdate call count: {update}",
                                   Vector2.Zero,
                                   Color.White,
                                   0,
                                   Vector2.Zero,
                                   1,
                                   SpriteEffects.None,
                                   0);
            spriteBatch.End();
            base.Draw(gameTime);

            //GraphicsDevice.Clear(Color.Fuchsia);
            //base.Draw(gameTime);
        }
Esempio n. 2
0
 private void Surface_OnDraw(Graphics g, Rectangle bound)
 {
     sceneManager.Draw(g, bound);
 }