public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { float cursorX = (float)Math.Floor(((double)((Gears.Cloud.Master.GetInputManager().GetCurrentInputHandler() as Input.CInput).mouseX / Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameWidth)) * Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameWidth); float cursorY = (float)Math.Floor(((double)((Gears.Cloud.Master.GetInputManager().GetCurrentInputHandler() as Input.CInput).mouseY / Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameHeight)) * Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameHeight); //draw the tiles layers[0].drawLayer(true); Vector2 cursorTile = new Vector2(cursorX, cursorY); //draw the selected tiles Vector2 sampleTileSize = new Vector2(_selectedTiles[0, 0].Width, _selectedTiles[0, 0].Height); for (int i = 0; i < _selectedTiles.GetUpperBound(0) + 1; i++) { for (int j = 0; j < _selectedTiles.GetUpperBound(1) + 1; j++) { spriteBatch.Draw(_tileEditor.sourceSet, cursorTile + new Vector2(i * sampleTileSize.X, j * sampleTileSize.Y), _selectedTiles[i, j], Color.White); } } _controlManager.Draw(spriteBatch); }
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { float cursorX = (float)Math.Floor(((double)((Gears.Cloud.Master.GetInputManager().GetCurrentInputHandler() as Input.CInput).mouseX / Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameWidth)) * Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameWidth); float cursorY = (float)Math.Floor(((double)((Gears.Cloud.Master.GetInputManager().GetCurrentInputHandler() as Input.CInput).mouseY / Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameHeight)) * Graphics.CTextures.textures[_tileEditor.defaultTileSet].FrameHeight); Vector2 cursorTile = new Vector2(cursorX, cursorY); //draw the interface spriteBatch.Draw(_tileEditor.sourceSet, cursorTile, _selectedTiles[0], Color.White); _controlManager.Draw(spriteBatch); //draw the selected rectangle in the top left for now spriteBatch.Draw(_tileEditor.sourceSet, new Vector2(5, 25), _selectedTiles[0], Color.White); //draw the tiles layers[0].drawLayer(); }