void Render() { Window.Clear(LetterBoxColor.SFMLColor); Surface.FillColor = Color; Surface.Fill(Color); Draw.GameTarget = Surface; Draw.SpriteBatch.Begin(); // Spritebatch test? if (DrawInactiveScenes) { foreach (Scene scene in Scenes.Reverse()) { if (Scene != scene) { scenesToRender.Add(scene); } if (!scene.DrawScenesBelow) { scenesToRender = new List <Scene>(); if (Scene != scene) { scenesToRender.Add(scene); } } } for (int i = 0; i < scenesToRender.Count; i++) { scenesToRender[i].RenderInternal(); } scenesToRender = new List <Scene>(); } if (Scene != null) { Scene.RenderInternal(); } Draw.SpriteBatch.End(); // Spritebatch test? Draw.ResetTarget(); foreach (var surface in Surfaces) { Draw.Graphic(surface); } Surface.DrawToWindow(this); if (Debugger != null) { Debugger.Render(); } Window.Display(); }
internal void Render() { game.countRendering = false; var tempTarget = Draw.Target; Draw.SetTarget(renderSurface); Draw.Graphic(textPerformance, x, y); if (dismissFor > 0) { Draw.Graphic(textFramesLeft, x, y); } if (Visible) { Draw.Graphic(imgOverlay, x, y); Draw.Graphic(imgOtter, x, y); Draw.Graphic(imgError, x, y); if (countDownTimer > 0) { Draw.Graphic(textCountdown, x, y); } else { Draw.Graphic(imgScrollBarBg, x, y); Draw.Graphic(imgScrollBar, x, y); Draw.Graphic(textInput, x, y); Draw.Graphic(textInputHelp, x, y); Draw.Graphic(textPastCommands, x, y); Draw.Graphic(textCommandsBuffered, x, y); } } else { if (liveConsoleLines > 0) { Draw.Graphic(textPastCommandsLive, x, y); } } if (currentState == stateCamera) { Draw.Graphic(textCamera, x, y); } Draw.SetTarget(tempTarget); renderSurface.DrawToWindow(game); game.countRendering = true; }
/// <summary> /// Draw the collider for debug purposes. /// </summary> public override void Render() { base.Render(); if (Entity == null) { return; } if (!rendered) { rendered = true; InitializeTexture(); } Draw.Graphic(visibleImage, Left, Top); }
public override void Render() { base.Render(); if (Entity == null) { return; } graphicVertices = new Vertices(); graphicVertices.PrimitiveType = VertexPrimitiveType.LinesStrip; foreach (var v in Polygon.Points) { graphicVertices.Add(new Vert(v.X, v.Y, Color.Red)); } graphicVertices.Add(new Vert(Polygon.Points[0].X, Polygon.Points[0].Y, Color.Red)); Draw.Graphic(graphicVertices, Left, Top); }
/// <summary> /// Draw the collider for debug purposes. /// </summary> public override void Render(Color color = null) { base.Render(color); if (color == null) { color = Color.Red; } if (Entity == null) { return; } if (!rendered) { rendered = true; InitializeTexture(); } visibleImage.Color = color; Draw.Graphic(visibleImage, Left, Top); }
/// <summary> /// Draws simple Text. Should only be used for debugging as this creates Text Graphics each time it's called! /// </summary> /// <param name="str">The string to display.</param> /// <param name="size">The size of the Text.</param> /// <param name="x">The X position to render the Text from.</param> /// <param name="y">The Y position to render the Text from.</param> public static void Text(string str, int size, float x = 0, float y = 0) { Draw.Graphic(new Text(str, size), x, y); }