コード例 #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)
 {
     base.Draw(gameTime);
     spriteBatch.Begin();
     Screens.ScreenManager.Draw(gameTime, spriteBatch);
     GameCursor.Draw(gameTime, spriteBatch);
     spriteBatch.End();
 }
コード例 #2
0
ファイル: UIManager.cs プロジェクト: G0PLY/ClassicUO
        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);
        }
コード例 #3
0
ファイル: UIManager.cs プロジェクト: NaphalAXT/ClassicUO
        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();
        }
コード例 #4
0
ファイル: UIManager.cs プロジェクト: qkdefus/ClassicUO
        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();
        }
コード例 #5
0
        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();
        }