public void Draw(RTSWorld world, GameContext context, XnaGraphics graphics) { this.Update(world, context); graphics.DrawStringLeft(0, 0, world.ActiveLevel.GetType().Name); graphics.DrawStringLeft(0, 32, this.m_Tick.ToString()); if (this.m_LastMousePoint.HasValue && this.m_CurrentMousePoint.HasValue) { graphics.DrawRectangle(this.m_LastMousePoint.Value, this.m_CurrentMousePoint.Value, Color.LimeGreen); } foreach (Unit u in this.Selected) { Rectangle bb = new Rectangle((int)u.X, (int)u.Y - 1, u.Width + 1, u.Height + 1); if (u.Team != null) { graphics.DrawRectangle(bb, u.Team.Color); } else { graphics.DrawRectangle(bb, Color.LimeGreen); } } // Draw chat. int a = 16; for (int i = this.m_ChatMessages.Count - 1; i >= Math.Max(this.m_ChatMessages.Count - 11, 0); i--) { if (i < this.m_ChatMessages.Count) { graphics.DrawStringLeft(0, context.Graphics.GraphicsDevice.Viewport.Height - a, this.m_ChatMessages[i]); } a += 16; } // Draw graph. if (this.m_GraphFrames.Count > 1) { for (int i = 1; i < this.m_GraphFrames.Count; i++) { graphics.DrawLine(i - 1, (float)this.m_GraphFrames[i - 1], i, (float)this.m_GraphFrames[i], 1, Color.Lime); } } // Add frame information. if (this.m_GraphFrames.Count > 200) { this.m_GraphFrames.RemoveAt(0); } this.m_GraphFrames.Add(context.GameTime.ElapsedGameTime.TotalMilliseconds); this.m_Tick++; }
public static void Draw(GameContext context, RPGWorld world) { XnaGraphics g = new XnaGraphics(context); g.FillRectangle(new Rectangle(0, 0, 300, 200), Color.Black); g.DrawRectangle(new Rectangle(0, 0, 300, 200), Color.Gray); g.DrawStringLeft(20, 20, "Render targets used: " + RenderTargetFactory.RenderTargetsUsed); g.DrawStringLeft(20, 20 + 16, "Render targets memory: " + RenderTargetFactory.RenderTargetMemory / (1 * 1024 * 1024) + "MB"); if (world != null) { TimeSpan ts = new TimeSpan((long)((RPGWorld.AUTOSAVE_LIMIT - world.m_AutoSave) / 60.0 * 10000000.0)); g.DrawStringLeft(20, 20 + 32, "Autosave counter: " + ts.Minutes + "m" + ts.Seconds + "s"); } }
public override void DrawAbove(GameContext context) { // Are we waiting for players? #if MULTIPLAYER if (this.m_GlobalSession.Waiting || (this.m_GlobalSession.LoadingInitialData && !LocalNode.Singleton.IsServer)) #else if (this.m_GlobalSession.Waiting) #endif { XnaGraphics graphics = new XnaGraphics(context); graphics.FillRectangle(new Rectangle(0, 0, context.Graphics.GraphicsDevice.Viewport.Width, context.Graphics.GraphicsDevice.Viewport.Height), Color.Black); int dialogX = context.Graphics.GraphicsDevice.Viewport.X + context.Graphics.GraphicsDevice.Viewport.Width / 2 - 300; int dialogY = context.Graphics.GraphicsDevice.Viewport.Y + context.Graphics.GraphicsDevice.Viewport.Height / 2 - 200; graphics.FillRectangle(new Rectangle(dialogX, dialogY, 600, 400), Color.DarkSlateGray); graphics.DrawStringCentered(dialogX + 300, dialogY + 8, this.m_GlobalSession.LobbyMessage, "BigArial"); graphics.DrawStringCentered(dialogX + 300, dialogY + 32, "Press enter to toggle ready status."); int a = 0; for (int i = 0; i < this.m_GlobalSession.Players.Count; i++) { Player p = this.m_GlobalSession.Players[i]; if (p.Ready) { graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") ready."); } else { graphics.DrawStringLeft(dialogX + 8, dialogY + 48 + a * 16, "Player " + a + " (" + p.PlayerID + ") not ready."); } a++; } return; } // Handle game normally. if (this.m_ActiveLevel != null) { this.m_ActiveLevel.DrawAbove(context); } this.m_UiManager.Draw(this, context, new XnaGraphics(context)); }
public override void DrawAbove(GameContext context) { XnaGraphics xna = new XnaGraphics(context); xna.DrawStringLeft(8, 8, "FPS: " + context.FPS, "Arial"); // Draw UI. xna.DrawSprite(context.Camera.Width / 2 - xna.SpriteWidth("ui.frame") / 2, context.Camera.Height - xna.SpriteHeight("ui.frame"), "ui.frame"); // Draw debug information. DebugTracker.Draw(context, this); }