public override void Draw(GameTime gameTime) { G.Clear(uic.ColorBackground); wr.Draw(SB); game.mRenderer.BeginPass(G); game.mRenderer.Draw(G); }
public override void Draw(GameTime gameTime) { G.Clear(Color.Black); wr.Draw(SB); game.mRenderer.BeginPass(G); game.mRenderer.Draw(G); }
public override void Draw(GameTime gameTime) { G.Clear(Color.Black); wr.Draw(SB); game.DrawDevConsole(); game.DrawMouse(); }
public override void Draw(GameTime gameTime) { G.Clear(BACK_COLOR); // Set Camera Matrices fx.VP = camera.View * camera.Projection; // Set The Scheme fx.CPrimary = colorScheme.Primary; fx.CSecondary = colorScheme.Secondary; fx.CTertiary = colorScheme.Tertiary; // Try To Draw The Model G.DepthStencilState = DepthStencilState.Default; G.RasterizerState = RasterizerState.CullNone; G.BlendState = BlendState.Opaque; lock (drawLock) { if (unitModel != null) { // Set Up The Textures G.VertexSamplerStates[0] = SamplerState.PointClamp; G.SamplerStates[1] = SamplerState.LinearClamp; G.SamplerStates[2] = SamplerState.LinearClamp; fx.SetTextures(G, unitModel.AnimationTexture, unitModel.ModelTexture, unitModel.ColorCodeTexture); unitModel.UpdateInstances(G, GameplayController.IsUnitDead, (u) => { return(true); }); unitModel.SetInstances(G); fx.ApplyPassUnit(); unitModel.DrawInstances(G); // Cause XNA Is Retarded Like That G.VertexTextures[0] = null; G.VertexSamplerStates[0] = SamplerState.LinearClamp; } } // Unset Buffers G.SetVertexBuffers(null); G.Indices = null; wr.Draw(SB); if (DevConsole.IsActivated) { game.DrawDevConsole(); } game.mRenderer.BeginPass(G); game.mRenderer.Draw(G); }
public override void Draw(GameTime gameTime) { G.Clear(Color.Transparent); if (wr != null) { SB.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone); SB.Draw(tLoad, G.Viewport.Bounds, Color.White); if (tip != null) { SB.Draw(tPixel, new Rectangle(TIPS_OFFSET, TIPS_OFFSET, G.Viewport.Width - TIPS_OFFSET * 2, TIPS_HEIGHT), COLOR_BACK); SB.DrawString(font, tip, Vector2.One * (TIPS_OFFSET * 2), COLOR_HIGH); } SB.End(); wr.Draw(SB); } else { int minX = BOUNDS_OFFSET - BAR_WIDTH; int maxX = G.Viewport.Bounds.Width - BOUNDS_OFFSET; // Calculate Progress Bar Rectangle rBar = G.Viewport.Bounds; rBar.X = (int)(percent * (maxX - minX)) + minX; rBar.Y = G.Viewport.Height - BOUNDS_OFFSET - BAR_HEIGHT; rBar.Height = BAR_HEIGHT; rBar.Width = BAR_WIDTH; if (rBar.Width + rBar.X > maxX) { rBar.Width = maxX - rBar.X; } else if (rBar.X < BOUNDS_OFFSET) { rBar.Width = rBar.X + rBar.Width - BOUNDS_OFFSET; rBar.X = BOUNDS_OFFSET; } Rectangle rBack = G.Viewport.Bounds; rBack.X = BOUNDS_OFFSET - BACK_SIZE; rBack.Y = G.Viewport.Bounds.Height - BOUNDS_OFFSET - BAR_HEIGHT - BACK_SIZE; rBack.Width -= (BOUNDS_OFFSET - BACK_SIZE) * 2; rBack.Height = BAR_HEIGHT + BACK_SIZE * 2; SB.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone); // Draw A Background Image SB.Draw(tLoad, G.Viewport.Bounds, Color.White); // Draw The Progress Bar SB.Draw(tPixel, rBack, COLOR_BACK); SB.Draw(tPixel, rBar, Color.Lerp(COLOR_LOW, COLOR_HIGH, percent)); if (tip != null) { SB.Draw(tPixel, new Rectangle(TIPS_OFFSET, TIPS_OFFSET, G.Viewport.Width - TIPS_OFFSET * 2, TIPS_HEIGHT), COLOR_BACK); SB.DrawString(font, tip, Vector2.One * (TIPS_OFFSET * 2), COLOR_HIGH); } SB.End(); } game.DrawMouse(); }