Esempio n. 1
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 public override void Draw(gxtGraphicsBatch graphicsBatch)
 {
     //camera.Position = Vector2.Zero;
     //gxtLog.WriteLineV(gxtVerbosityLevel.INFORMATIONAL, camera.Position.ToString());
     graphicsBatch.Begin(gxtBatchDrawOrder.PRIMITIVES_FIRST, gxtBatchSortMode.TEXTURE, gxtBatchDepthMode.FRONT_TO_BACK, camera.GetTransform());
     sceneGraph.Draw(graphicsBatch);
     graphicsBatch.End();
 }
Esempio n. 2
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 public override void Draw(gxtGraphicsBatch graphicsBatch)
 {
     base.Draw(graphicsBatch);
     //world.Draw(spriteBatch);
 }
Esempio n. 3
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Matrix transform)
 {
     if (material != null)
     {
         if (material.Visible)
         {
             graphicsBatch.DrawIndexedPrimitives(PrimitiveType.LineList, null, vertexBuffer, indexBuffer, primitiveCount, ref transform, material.RenderDepth);
         }
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
         {
             graphicsBatch.DrawIndexedPrimitives(PrimitiveType.LineList, null, vertexBuffer, indexBuffer, primitiveCount, ref transform, gxtMaterial.DEFAULT_RENDER_DEPTH);
         }
         gxtLog.WriteLineV(gxtVerbosityLevel.WARNING, "No material attached to an instance of gxtLineList!  Pos: {0, 1}", transform.M14, transform.M24);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 4
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 /// <summary>
 /// Draws the scene using the graphics batch if the scene is visible
 /// </summary>
 /// <param name="graphicsBatch"></param>
 public void Draw(gxtGraphicsBatch graphicsBatch)
 {
     gxtDebug.Assert(gxtRoot.Singleton.EngineState == gxtEngineState.DRAW, "You can only draw the scene graph during the draw engine state!");
     if (sceneVisible)
         root.Draw(graphicsBatch);
 }
Esempio n. 5
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Vector2 position, float rotation, ref Vector2 scale, SpriteEffects spriteEffects)
 {
     if (material != null)
     {
         if (material.Visible)
         {
             graphicsBatch.DrawIndexedPrimitives(PrimitiveType.LineList, null, vertexBuffer, indexBuffer, primitiveCount, ref position, ref scale, rotation, spriteEffects, material.RenderDepth);
         }
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
         {
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.LineList, null, vertexBuffer, indexBuffer, primitiveCount, ref position, ref scale, rotation, spriteEffects, gxtMaterial.DEFAULT_RENDER_DEPTH);
         }
         gxtLog.WriteLineV(gxtVerbosityLevel.WARNING, "No material attached to an instance of gxtLineList!  Pos: {0, 1}", position.X, position.Y);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 6
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Vector2 position, float rotation, ref Vector2 scale, SpriteEffects spriteEffects)
 {
     if (material != null)
     {
         if (material.Visible)
             graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, texture, vertexBuffer, indexBuffer, primitiveCount, ref position, ref scale, rotation, spriteEffects, material.RenderDepth);
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
             graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, texture, vertexBuffer, indexBuffer, primitiveCount, ref position, ref scale, rotation, spriteEffects, gxtMaterial.DEFAULT_RENDER_DEPTH);
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "No material attached to an instance of gxtMesh!  Pos: {0, 1}", position.X, position.Y);
     }
 }
Esempio n. 7
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 /// <summary>
 /// This is called when the screen should draw itself.
 /// </summary>
 public abstract void Draw(gxtGraphicsBatch graphicsBatch);
Esempio n. 8
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 public override void Draw(gxtGraphicsBatch graphicsBatch)
 {
 }
Esempio n. 9
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 public override void Draw(gxtGraphicsBatch graphicsBatch)
 {
     // shouldn't draw if covered
     world.Draw(graphicsBatch);
 }
Esempio n. 10
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Vector2 position, float rotation, ref Vector2 scale, SpriteEffects spriteEffects)
 {
     if (material != null)
     {
         if (material.Visible)
         {
             if (circleDrawMode == gxtCircleDrawMode.CIRCLE)
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleTexture, vertexBuffer, gxtPrimitiveManager.Singleton.QuadIndexBuffer, 2, ref position, ref scale, rotation, spriteEffects, material.RenderDepth);
             else
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleShellTexture, vertexBuffer, gxtPrimitiveManager.Singleton.QuadIndexBuffer, 2, ref position, ref scale, rotation, spriteEffects, material.RenderDepth);
         }
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
         {
             if (circleDrawMode == gxtCircleDrawMode.CIRCLE)
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleTexture, vertexBuffer, indexBuffer, 2, ref position, ref scale, rotation, spriteEffects, gxtMaterial.DEFAULT_RENDER_DEPTH);
             else
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleShellTexture, vertexBuffer, indexBuffer, 2, ref position, ref scale, rotation, spriteEffects, gxtMaterial.DEFAULT_RENDER_DEPTH);
         }
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "No material attached to an instance of gxtCircle!  Pos: {0, 1}", position.X, position.Y);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 11
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Matrix transform)
 {
     if (material != null)
     {
         if (material.Visible)
         {
             if (circleDrawMode == gxtCircleDrawMode.CIRCLE)
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleTexture, vertexBuffer, indexBuffer, 2, ref transform, material.RenderDepth);
             else
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleShellTexture, vertexBuffer, indexBuffer, 2, ref transform, material.RenderDepth);
         }
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
         {
             if (circleDrawMode == gxtCircleDrawMode.CIRCLE)
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleTexture, vertexBuffer, indexBuffer, 2, ref transform, gxtMaterial.DEFAULT_RENDER_DEPTH);
             else
                 graphicsBatch.DrawIndexedPrimitives(PrimitiveType.TriangleList, gxtPrimitiveManager.Singleton.CircleShellTexture, vertexBuffer, indexBuffer, 2, ref transform, gxtMaterial.DEFAULT_RENDER_DEPTH);
         }
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "No material attached to an instance of gxtCircle!  Pos: {0, 1}", transform.M14, transform.M24);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 12
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Matrix transform)
 {
     if (material != null)
     {
         if (material.Visible)
             graphicsBatch.DrawUserIndexedPrimitives(primitiveType, texture, vertices, indices, primitiveCount, ref transform, material.RenderDepth);
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
             graphicsBatch.DrawUserIndexedPrimitives(primitiveType, texture, vertices, indices, primitiveCount, ref transform, gxtMaterial.DEFAULT_RENDER_DEPTH);
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "No material attached to the indexed primitive!  Pos: {0, 1}", transform.M14, transform.M24);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 13
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Vector2 position, float rotation, ref Vector2 scale, SpriteEffects spriteEffects)
 {
     if (material != null)
     {
         if (material.Visible)
             graphicsBatch.DrawUserIndexedPrimitives(primitiveType, texture, vertices, indices, primitiveCount, ref position, ref scale, rotation, spriteEffects, material.RenderDepth);
     }
     else
     {
         if (gxtMaterial.DEFAULT_VISIBILITY)
             graphicsBatch.DrawUserIndexedPrimitives(primitiveType, texture, vertices, indices, primitiveCount, ref position, ref scale, rotation, spriteEffects, gxtMaterial.DEFAULT_RENDER_DEPTH);
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "No material attached to the indexed primitive!  Pos: {0, 1}", position.X, position.Y);
         // draw NO MATERIAL with the debug drawer's debug spritefont?
     }
 }
Esempio n. 14
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File: gxtWorld.cs Progetto: Loko/GXT
 /// <summary>
 /// Draws everything in the world scene graph relative to the camera
 /// </summary>
 /// <param name="spriteBatch">SpriteBatch</param>
 public virtual void Draw(gxtGraphicsBatch graphicsBatch)
 {
     gxtDebug.SlowAssert(IsInitialized() && sceneGraph.IsInitialized());
     graphicsBatch.Begin(gxtBatchDrawOrder.PRIMITIVES_FIRST, gxtBatchSortMode.TEXTURE, gxtBatchDepthMode.FRONT_TO_BACK, camera.GetTransform());
     sceneGraph.Draw(graphicsBatch);
     graphicsBatch.End();
 }
Esempio n. 15
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 public void Draw(gxtGraphicsBatch graphicsBatch, ref Matrix transform)
 {
     if (spriteFont != null)
     {
         if (material != null)
         {
             if (material.Visible)
                 graphicsBatch.DrawString(spriteFont, text, material.ColorOverlay, ref origin, ref transform, material.RenderDepth);
         }
         else
         {
             if (gxtMaterial.DEFAULT_VISIBILITY)
                 graphicsBatch.DrawString(spriteFont, text, gxtMaterial.ERROR_TEXT_COLOR_OVERLAY, ref origin, ref transform, gxtMaterial.DEFAULT_RENDER_DEPTH);
         }
     }
     else
     {
         gxtLog.WriteLineV(gxtVerbosityLevel.CRITICAL, "Drawable Text Field Does Not Have A Sprite Font (Position {0}, Text: {1})", transform.Translation.ToString(), text);
         if (gxtDebugDrawer.SingletonIsInitialized)
         {
             SpriteFont debugFont = gxtDebugDrawer.Singleton.DebugFont;
             if (debugFont != null)
             {
                 string errorMsg = "NO SPRITEFONT";
                 Vector2 errorMsgOrigin = debugFont.MeasureString(errorMsg) * 0.5f;
                 graphicsBatch.DrawString(debugFont, errorMsg, gxtMaterial.ERROR_COLOR_OVERLAY, ref errorMsgOrigin, ref transform, 0.0f);
             }
         }
     }
 }
Esempio n. 16
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        /// <summary>
        /// New draw method, designed to be used in conjunction with more efficient updates
        /// </summary>
        /// <param name="spriteBatch">SpriteBatch</param>
        public virtual void Draw(gxtGraphicsBatch graphicsBatch)
        {
            // world matrices are faster for everything except text, which has to
            // decompose it to play nicely with spritebatch
            for (int i = 0; i < NumDrawables; ++i)
            {
                drawables[i].Draw(graphicsBatch, ref derivedTransform);
            }

            // do the same for all the children
            for (int i = 0; i < NumChildrenNodes; ++i)
            {
                children[i].Draw(graphicsBatch);
            }
        }