コード例 #1
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            var settings = new TextLayoutSettings(spriteFont, null, null, TextFlags.Standard);
            if (Ultraviolet.Platform == UltravioletPlatform.Android || Ultraviolet.Platform == UltravioletPlatform.iOS)
            {
                textRenderer.Draw(spriteBatch, "Tap the screen to reset the scrolling text.", 
                    Vector2.One * 8f, Color.White, settings);
            }
            else
            {
                textRenderer.Draw(spriteBatch, $"Press {Ultraviolet.GetInput().GetActions().ResetScrollingText.Primary} to reset the scrolling text.", 
                    Vector2.One * 8f, Color.White, settings);
            }

            var window = Ultraviolet.GetPlatform().Windows.GetPrimary();
            var x = (window.DrawableSize.Width - textBlock.Width.Value) / 2;
            var y = (window.DrawableSize.Height - textBlock.Height.Value) / 2;

            textBlock.Draw(time, spriteBatch, new Vector2(x, y), Color.White);

            spriteBatch.End();

            base.OnDrawing(time);
        }        
コード例 #2
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
        protected override void OnUpdating(UltravioletTime time)
        {
            this.sprite.Update(time);

            if (time.TotalTime.TotalMilliseconds > 250 && !controller1.IsPlaying)
            {
                controller1.PlayAnimation(sprite["Explosion"]);
            }
            if (time.TotalTime.TotalMilliseconds > 500 && !controller2.IsPlaying)
            {
                controller2.PlayAnimation(sprite["Explosion"]);
            }
            if (time.TotalTime.TotalMilliseconds > 750 && !controller3.IsPlaying)
            {
                controller3.PlayAnimation(sprite["Explosion"]);
            }
            if (time.TotalTime.TotalMilliseconds > 1000 && !controller4.IsPlaying)
            {
                controller4.PlayAnimation(sprite["Explosion"]);
            }

            controller1.Update(time);
            controller2.Update(time);
            controller3.Update(time);
            controller4.Update(time);

            if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
            {
                Exit();
            }
            base.OnUpdating(time);
        }
コード例 #3
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            var window = Ultraviolet.GetPlatform().Windows.GetPrimary();
            var width  = window.ClientSize.Width;
            var height = window.ClientSize.Height;

            stringFormatter.Reset();
            stringFormatter.AddArgument(songPlayer.Position.Minutes);
            stringFormatter.AddArgument(songPlayer.Position.Seconds);
            stringFormatter.AddArgument(songPlayer.Duration.Minutes);
            stringFormatter.AddArgument(songPlayer.Duration.Seconds);
            stringFormatter.Format("{0:pad:2}:{1:pad:2} / {2:pad:2}:{3:pad:2}", stringBuffer);

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            
            var attribution = 
                "|c:FFFFFF00|Now Playing|c|\n\n" +
                "\"|c:FFFFFF00|Deep Haze|c|\" by Kevin MacLeod (incompetech.com)\n" +
                "Licensed under Creative Commons: By Attribution 3.0\n" +
                "|c:FF808080|http://creativecommons.org/licenses/by/3.0/|c|\n\n\n";
            var settings = new TextLayoutSettings(spriteFont, width, height, TextFlags.AlignMiddle | TextFlags.AlignCenter);
            textRenderer.CalculateLayout(attribution, textLayoutCommands, settings);
            textRenderer.Draw(spriteBatch, textLayoutCommands, Vector2.Zero, Color.White);

            var timerSize = spriteFont.Regular.MeasureString(stringBuffer);
            var timerPosition = new Vector2(
                (Int32)(textLayoutCommands.Bounds.Left + ((textLayoutCommands.Bounds.Width - timerSize.Width) / 2f)), 
                (Int32)(textLayoutCommands.Bounds.Bottom - timerSize.Height));
            spriteBatch.DrawString(spriteFont.Regular, stringBuffer, timerPosition, Color.White);

            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #4
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        /// <inheritdoc/>
        protected override void OnUpdating(UltravioletTime time)
        {
            // ACTION: Save Image
            if (Ultraviolet.GetInput().GetActions().SaveImage.IsPressed() || (Ultraviolet.GetInput().GetTouchDevice()?.WasTapped() ?? false))
            {
                content.Load<SoundEffect>(GlobalSoundEffectID.Shutter).Play();

                // The SurfaceSaver class contains platform-specific functionality needed to write image
                // data to streams. We can pass a render target directly to the SaveAsPng() or SaveAsJpg() methods.
                var saver = SurfaceSaver.Create();

				// The Android and iOS platforms have restrictions on where you can save files, so we'll just
				// save to the photo gallery on those devices. We'll use a partial method to implement
				// this platform-specific behavior.
				SaveImage(saver, rtarget);

                // Alternatively, we could populate an array with the target's data using the GetData() method...
                //     var data = new Color[rtarget.Width * rtarget.Height];
                //     rtarget.GetData(data);
            }

            // ACTION: Exit Application
            if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
            {
                Exit();
            }

            // Fade out save confirmation message
            if (confirmMsgOpacity > 0)
                confirmMsgOpacity -= (1.0 / 4.0) * time.ElapsedTime.TotalSeconds;

            base.OnUpdating(time);
        }
コード例 #5
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
 protected override void OnUpdating(UltravioletTime time)
 {
     if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
     {
         Exit();
     }
     base.OnUpdating(time);
 }
コード例 #6
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        protected override void OnDrawingForeground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(blankTexture, new RectangleF(64, 64, Width - 128, Height - 128), Color.Black * 0.75f * TransitionPosition);

            var settings = new TextLayoutSettings(font, Width, Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, "Welcome to the game!", Vector2.Zero, Color.White * TransitionPosition, settings);

            base.OnDrawingForeground(time, spriteBatch);
        }
コード例 #7
0
        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            var temp = Updating;
            if (temp != null)
            {
                temp(this, time);
            }
        }
コード例 #8
0
 /// <inheritdoc/>
 public override void Update(UltravioletTime time)
 {
     var vm = View.GetViewModel<GamePlayViewModel>();
     if (vm != null && vm.IsTriangleSpinning)
     {
         var rotMax = (Single)(Math.PI * 2.0);
         var rotDelta = (Single)(rotMax * time.ElapsedTime.TotalSeconds);
         vm.TriangleRotation = (vm.TriangleRotation + rotDelta) % rotMax;
     }
     base.Update(time);
 }
コード例 #9
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            DrawAlignedText();
            DrawColoredAndStyledText();

            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #10
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        protected override void OnUpdating(UltravioletTime time)
        {
            spinnerSprite.Update(time);

            if (loader.IsLoaded)
            {
                var screen = uiScreenService.Get<GameplayScreen>();
                Screens.OpenBelow(screen, this);
                Screens.Close(this);
            }
            base.OnUpdating(time);
        }
コード例 #11
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            spriteBatch.DrawSprite(this.sprite["Explosion"].Controller, new Vector2(32, 32));            
            spriteBatch.DrawSprite(controller1, new Vector2(132, 32));
            spriteBatch.DrawSprite(controller2, new Vector2(232, 32));
            spriteBatch.DrawSprite(controller3, new Vector2(332, 32));
            spriteBatch.DrawSprite(controller4, new Vector2(432, 32));
            
            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #12
0
ファイル: SampleScreen1.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnDrawingForeground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(blankTexture, new RectangleF(0, 0, Width, Height), new Color(180, 0, 0));

            #if ANDROID || IOS
            var text = "This is SampleScreen1\nTap to open SampleScreen2";
            #else
            var text = "This is SampleScreen1\nPress right arrow key to open SampleScreen2";
            #endif

            var settings = new TextLayoutSettings(font, Width, Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, text, Vector2.Zero, Color.White * TransitionPosition, settings);

            base.OnDrawingForeground(time, spriteBatch);
        }
コード例 #13
0
        protected override void OnUpdating(UltravioletTime time)
        {
            if (IsReadyForInput)
            {
                var input    = Ultraviolet.GetInput();
                var keyboard = input.GetKeyboard();
                var touch    = input.GetTouchDevice();

                if (keyboard.IsKeyPressed(Key.Left) || (touch != null && touch.WasTapped()))
                {
                    Screens.Close(this);
                }
            }
            base.OnUpdating(time);
        }
コード例 #14
0
        protected override void OnDrawingForeground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            var offset = GetScreenOffset();
            spriteBatch.Draw(blankTexture, new RectangleF(offset, 0, Width, Height), new Color(0, 0, 180));

#if ANDROID
            var text = "This is SampleScreen2\nTap to open SampleScreen1";
#else
            var text = "This is SampleScreen2\nPress left arrow key to open SampleScreen1";
#endif

            var settings = new TextLayoutSettings(font, Width, Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, text, new Vector2(offset, 0), Color.White, settings);

            base.OnDrawingForeground(time, spriteBatch);
        }
コード例 #15
0
ファイル: SampleScreen1.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnUpdating(UltravioletTime time)
        {
            if (IsReadyForInput)
            {
                var input    = Ultraviolet.GetInput();
                var keyboard = input.GetKeyboard();
                var touch    = input.GetTouchDevice();

                if (keyboard.IsKeyPressed(Key.Right) || (touch != null && touch.WasTapped()))
                {
                    var screen = uiScreenService.Get<SampleScreen2>();
                    Screens.Open(screen);
                }
            }
            base.OnUpdating(time);
        }
コード例 #16
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            var winSize = Ultraviolet.GetPlatform().Windows.GetPrimary().DrawableSize;

            var x = 0;
            var y = 0;
            var width = winSize.Width / 4;
            var height = winSize.Height;

            for (int i = 0; i < 4; i++)
            {
                DrawGamePadState(i, new Rectangle(x, y, width, height));
                x += width;
            }

            base.OnDrawing(time);
        }
コード例 #17
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnUpdating(UltravioletTime time)
        {
            var window = Ultraviolet.GetPlatform().Windows.GetPrimary();
            if (window != null)
            {
                this.textBlock.ChangeSize(
                    window.DrawableSize.Width / 2, 
                    window.DrawableSize.Height / 2);
                this.textBlock.Update(time);
            }

            if (Ultraviolet.GetInput().GetActions().ResetScrollingText.IsPressed() || (Ultraviolet.GetInput().GetTouchDevice()?.WasTapped() ?? false))
                textBlock.Reset();

            if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
                Exit();

            base.OnUpdating(time);
        }
コード例 #18
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        /// <inheritdoc/>
        protected override void OnDrawing(UltravioletTime time)
        {
            // We've loaded our surface data into the 'data' array, and we'll use it now to draw an image to the screen.
            // We'll draw each pixel as a string of text representing that pixel's color.

            spriteBatch.Begin(SpriteSortMode.Deferred, null);

            const Int32 CellWidth = 64;
            const Int32 CellHeight = 24;

            var totalWidth = surface.Width * CellWidth;
            var totalHeight = surface.Height * CellHeight;

            var compositor = Ultraviolet.GetPlatform().Windows.GetPrimary().Compositor;
            var origX = (compositor.Width - totalWidth) / 2;
            var origY = (compositor.Height - totalHeight) / 2;

            var cx = origX;
            var cy = origY;

            var font = content.Load<SpriteFont>(GlobalFontID.SegoeUI);

            for (int y = 0; y < surface.Width; y++)
            {
                for (int x = 0; x < surface.Height; x++)
                {
                    var cellColor = data[(y * surface.Width) + x];
                    var cellText = $"{cellColor:x}";
                    var cellPosition = new Vector2(cx, cy);

                    spriteBatch.DrawString(font, cellText, cellPosition, cellColor);

                    cx = cx + CellWidth;
                }
                cx = origX;
                cy = cy + CellHeight;
            }

            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #19
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            var gfx         = Ultraviolet.GetGraphics();
            var window      = Ultraviolet.GetPlatform().Windows.GetPrimary();
            var aspectRatio = window.DrawableSize.Width / (float)window.DrawableSize.Height;

            effect.World              = Matrix.CreateRotationY((float)(2.0 * Math.PI * time.TotalTime.TotalSeconds));
            effect.View               = Matrix.CreateLookAt(new Vector3(0, 0, 5), Vector3.Zero, Vector3.Up);
            effect.Projection         = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4f, aspectRatio, 1f, 1000f);
            effect.VertexColorEnabled = true;

            foreach (var pass in this.effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                gfx.SetRasterizerState(RasterizerState.CullNone);
                gfx.SetGeometryStream(geometryStream);
                gfx.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
            }

            base.OnDrawing(time);
        }
コード例 #20
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
        protected override void OnUpdating(UltravioletTime time)
        {
            foreach (var soundEffectPlayer in soundEffectPlayers)
                soundEffectPlayer.Update(time);

            var touch = Ultraviolet.GetInput().GetTouchDevice();
            if (touch != null && touch.WasTapped())
            {
                soundEffectPlayers[nextPlayerInSequence].Play(soundEffect);
                nextPlayerInSequence = (nextPlayerInSequence + 1) % soundEffectPlayers.Length;
            }

            var keyboard = Ultraviolet.GetInput().GetKeyboard();

            if (keyboard.IsKeyPressed(Key.D1))
                soundEffectPlayers[0].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D2))
                soundEffectPlayers[1].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D3))
                soundEffectPlayers[2].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D4))
                soundEffectPlayers[3].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D5))
                soundEffectPlayers[4].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D6))
                soundEffectPlayers[5].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D7))
                soundEffectPlayers[6].Play(soundEffect);
            if (keyboard.IsKeyPressed(Key.D8))
                soundEffectPlayers[7].Play(soundEffect);

            if (Ultraviolet.GetInput().GetActions().ExitApplication.IsPressed())
            {
                Exit();
            }
            base.OnUpdating(time);
        }
コード例 #21
0
        /// <summary>
        /// Updates the scrolling text block's state.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
        public void Update(UltravioletTime time)
        {
            if (ProcessDelay(time))
                return;

            var fullCharsVisible = (Int32)charsVisible;

            charsVisible = Math.Min(Text.Length, charsVisible + (time.ElapsedTime.TotalSeconds * charsPerSecond));

            var fullCharsRevealed = (Int32)charsVisible - fullCharsVisible;
            if (fullCharsRevealed == 0)
                return;

            textLayoutCommands.GetCustomCommands(fullCharsVisible, fullCharsRevealed, this, (state, position, command) =>
            {
                if (command.ID == DelayCommandID)
                    return ((ScrollingTextBlock)state).HandleDelayCommand(command);

                if (command.ID == SpeedCommandID)
                    return ((ScrollingTextBlock)state).HandleSpeedCommand(command);

                return true;
            });
        }
コード例 #22
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        /// <summary>
        /// Updates the current delay, if there is one, and returns a value indicating whether
        /// the block should be prevented from scrolling.
        /// </summary>
        private Boolean ProcessDelay(UltravioletTime time)
        {
            if (delay > 0)
                delay = Math.Max(0, delay - time.ElapsedTime.TotalMilliseconds);

            return delay > 0;
        }
コード例 #23
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
 protected override void OnDrawing(UltravioletTime time)
 {
     base.OnDrawing(time);
 }
コード例 #24
0
ファイル: Game.cs プロジェクト: RUSshy/ultraviolet
        /// <summary>
        /// Called when the scene is being rendered.
        /// </summary>
        /// <param name="time">Time elapsed since the last call to Draw.</param>
        protected override void OnDrawing(UltravioletTime time)
        {
            spriteBatch.Begin();

            textFormatter.Reset();
            textFormatter.AddArgument(Ultraviolet.GetGraphics().FrameRate);
            textFormatter.AddArgument(GC.GetTotalMemory(false) / 1024);
            textFormatter.AddArgument(Environment.Is64BitProcess ? "64-bit" : "32-bit");
            textFormatter.Format("{0:decimals:2} FPS\nAllocated: {1:decimals:2} kb\n{2}", textBuffer);

            spriteBatch.DrawString(spriteFont, textBuffer, Vector2.One * 8f, Color.White);

            var size = Ultraviolet.GetPlatform().Windows.GetCurrent().Compositor.Size;
            var settings = new TextLayoutSettings(spriteFont, size.Width, size.Height, TextFlags.AlignCenter | TextFlags.AlignMiddle);
            textRenderer.Draw(spriteBatch, "Welcome to the |c:FFFF00C0|Ultraviolet Framework|c|!", Vector2.Zero, Color.White, settings);

            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #25
0
 /// <summary>
 /// Handles the Ultraviolet context's <see cref="UltravioletContext.WindowDrawn"/> event.
 /// </summary>
 private void uv_WindowDrawn(UltravioletContext uv, UltravioletTime time, IUltravioletWindow window)
 {
     OnWindowDrawn(time, window);
 }
コード例 #26
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        protected override void OnDrawingBackground(UltravioletTime time, SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(photograph, new RectangleF(0, 0, Width, Height), Color.White * TransitionPosition);

            base.OnDrawingBackground(time, spriteBatch);
        }
コード例 #27
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 /// <summary>
 /// Handles the Ultraviolet window's Drawing event.
 /// </summary>
 /// <param name="window">The window being drawn.</param>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
 private void uv_Drawing(IUltravioletWindow window, UltravioletTime time)
 {
     OnDrawing(time);
 }
コード例 #28
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 /// <summary>
 /// Called after one of the application's windows has been drawn.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
 /// <param name="window">The window that was just drawn.</param>
 protected virtual void OnWindowDrawn(UltravioletTime time, IUltravioletWindow window)
 {
 }
コード例 #29
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 /// <summary>
 /// Called when the scene is being drawn.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
 protected virtual void OnDrawing(UltravioletTime time)
 {
 }
コード例 #30
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 /// <summary>
 /// Called when the application state is being updated.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 protected virtual void OnUpdating(UltravioletTime time)
 {
 }
コード例 #31
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        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            Updating?.Invoke(this, time);
        }
コード例 #32
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        /// <inheritdoc/>
        public void Update(UltravioletTime time)
        {
            Contract.EnsureNotDisposed(this, Disposed);

            Updating?.Invoke(this, time);
        }
コード例 #33
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 /// <summary>
 /// Draws the scrolling text block.
 /// </summary>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Draw(UltravioletTime)"/>.</param>
 /// <param name="spriteBatch">The sprite batch with which to draw the text block.</param>
 /// <param name="position">The position at which to draw the text block.</param>
 /// <param name="defaultColor">The default color with which to draw the text block.</param>
 public void Draw(UltravioletTime time, SpriteBatch spriteBatch, Vector2 position, Color defaultColor)
 {
     TextRenderer.Draw(spriteBatch, textLayoutCommands, position, defaultColor, 0, (Int32)charsVisible);
 }
コード例 #34
0
ファイル: TriangleDisplay.cs プロジェクト: RUSshy/ultraviolet
        /// <inheritdoc/>
        protected override void DrawOverride(UltravioletTime time, DrawingContext dc)
        {
            DrawBlank(dc, Color.Black * 0.5f);

            var viewport = AdjustViewportFor3D(dc);

            var triangleRotation = TriangleRotation;
            var triangleDistance = 5f - (TriangleZoom * 2.5f);
            var triangleAspectRatio = (Single)(ActualWidth / ActualHeight);

            var gfx = Ultraviolet.GetGraphics();
            var effect = EnsureEffect();
            effect.World = Matrix.CreateRotationY(TriangleRotation);
            effect.View = Matrix.CreateLookAt(new Vector3(0, 0, triangleDistance), Vector3.Zero, Vector3.Up);
            effect.Projection = Matrix.CreatePerspectiveFieldOfView((Single)(Math.PI / 4.0), triangleAspectRatio, 1f, 1000f);
            effect.VertexColorEnabled = true;

            foreach (var pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                gfx.SetRasterizerState(RasterizerState.CullNone);
                gfx.SetGeometryStream(EnsureGeometryStream());
                gfx.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
            }

            gfx.SetViewport(viewport);

            base.DrawOverride(time, dc);
        }
コード例 #35
0
 /// <summary>
 /// Handles the Ultraviolet context's Updating event.
 /// </summary>
 /// <param name="uv">The Ultraviolet context.</param>
 /// <param name="time">Time elapsed since the last call to <see cref="UltravioletContext.Update(UltravioletTime)"/>.</param>
 private void uv_Updating(UltravioletContext uv, UltravioletTime time)
 {
     OnUpdating(time);
 }
コード例 #36
0
ファイル: Game.cs プロジェクト: prshreshtha/ultraviolet
        protected override void OnDrawing(UltravioletTime time)
        {
            var window = Ultraviolet.GetPlatform().Windows.GetPrimary();
            var width  = window.ClientSize.Width;
            var height = window.ClientSize.Height;

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            
            var attribution = 
#if ANDROID
                "|c:FFFFFF00|Tap the screen|c| to activate one of the sound effect players.\n\n" +
#else
                "Press the |c:FFFFFF00|1-8 number keys|c| to activate one of the sound effect players.\n\n" +
#endif
                "\"|c:FFFFFF00|grenade.wav|c|\" by ljudman (http://freesound.org/people/ljudman)\n" +
                "Licensed under Creative Commons: Sampling+\n" +
                "|c:FF808080|http://creativecommons.org/licenses/sampling+/1.0/|c|";

            var settings = new TextLayoutSettings(spriteFont, width, height, TextFlags.AlignMiddle | TextFlags.AlignCenter);
            textRenderer.CalculateLayout(attribution, textLayoutCommands, settings);
            textRenderer.Draw(spriteBatch, textLayoutCommands, Vector2.Zero, Color.White);

            spriteBatch.End();

            base.OnDrawing(time);
        }
コード例 #37
0
 /// <summary>
 /// Updates the specified context.
 /// </summary>
 /// <param name="uv">The Ultraviolet context to update.</param>
 /// <param name="time">Time elapsed since the last update.</param>
 /// <returns><see langword="true"/> if the host should continue processing; otherwise, <see langword="false"/>.</returns>
 private Boolean UpdateContext(UltravioletContext uv, UltravioletTime time)
 {
     using (UltravioletProfiler.Section(UltravioletProfilerSections.Update))
     {
         uv.Update(time);
     }
     return !uv.Disposed;
 }