/// <summary> /// Called every time the screen is to re-draw itself /// </summary> /// <param name="sb">SpriteBatch for drawing, use sb.draw()</param> public override void Draw(FCCSpritebatch sb) { if (sb != null) { base.Draw(sb); } }
/// <summary> /// Called every time the screen is to re-draw itself /// </summary> /// <param name="sb">SpriteBatch for drawing</param> public override void DrawGUI(FCCSpritebatch sb) { base.DrawGUI(sb); foreach (var element in this.GUIElements) { element.Draw(sb); } }
public void DrawScreen(FCCSpritebatch sb) { if (sb != null && this.screenBack != null) { sb.Draw(this.screenBack, Vector2.Zero, Color.White); } this.Draw(sb); this.DrawGUI(sb); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { ContentController.Instance.Initialize(this.Content, "Content"); MainGame.GraphicsDev = this.GraphicsDevice; this.spriteBatch = new FCCSpritebatch(this.GraphicsDevice); AssetCreator.Instance.Initialize(this.GraphicsDevice); ScreenManager.Initialize(this.GraphicsDevice); ScreenManager.Quit += this.RequestQuit; base.Initialize(); }
public static void Draw(FCCSpritebatch sb) { if (sb != null) { if (ScreenManager.activeScreens.Count == 0) { sb.SetBandwidth(1f, 0f); sb.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, ScreenManager.systemScreens[SystemScreen.MenuScreen].Camera.Transform); ScreenManager.systemScreens[SystemScreen.MenuScreen].DrawScreen(sb); sb.End(); } else { for (int i = ScreenManager.activeScreens.Count - popupCount - 1; i < ScreenManager.activeScreens.Count; i++) { var screen = ScreenManager.activeScreens[i]; if (screen.IsActive) { if (screen.IsPopup) { sb.SetBandwidth(1f, .8f); } else { sb.SetBandwidth(.79f, 0f); } sb.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, screen.Camera.Transform); screen.DrawScreen(sb); sb.End(); } } } sb.End(); } }
/// <summary> /// Called every time the screen is to re-draw itself /// </summary> /// <param name="sb">SpriteBatch for drawing, use sb.draw()</param> public override void Draw(FCCSpritebatch sb) { if (this.showDebugView) { this.debugView.RenderDebugData(this.debugViewMatrix, Matrix.Identity); } else { this.map.Draw(sb); } base.Draw(sb); }
public void Draw(FCCSpritebatch sb) { if (sb != null) { var prefade = sb.Fade; sb.Fade = this.Fade; sb.Draw(this.fill, new Rectangle((int)this.layerBounds[0].X, (int)this.layerBounds[0].Y, this.Width, 1), Color.White); sb.Draw(this.fill, new Rectangle((int)this.layerBounds[3].X, (int)this.layerBounds[3].Y, 1, this.Height), Color.White); sb.Draw(this.fill, new Rectangle((int)this.layerBounds[3].X, (int)this.layerBounds[3].Y, this.Width, 1), Color.White); sb.Draw(this.fill, new Rectangle((int)this.layerBounds[2].X, (int)this.layerBounds[2].Y, 1, this.Height), Color.White); this.drawObjects.ForEach(drawObj => drawObj.Draw(sb)); this.players.ForEach(player => player.Draw(sb)); sb.Fade = prefade; } }
public void Draw(FCCSpritebatch sb) { if (sb != null) { foreach (var layer in this.mapLayers) { if (string.Compare(layer.Name, this.ActiveLayer, StringComparison.CurrentCulture) == 0) { layer.Draw(sb); } if (this.transition && string.Compare(layer.Name, this.previouslayer, StringComparison.CurrentCulture) == 0) { layer.Draw(sb); } } } }
public static void Draw(FCCSpritebatch sb) { if (sb != null) { if (ScreenManager.activeScreens.Count == 0) { sb.SetBandwidth(1f, 0f); sb.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, ScreenManager.systemScreens[SystemScreen.MenuScreen].Camera.Transform); ScreenManager.systemScreens[SystemScreen.MenuScreen].Draw(sb); sb.End(); } else { for (int i = ScreenManager.activeScreens.Count - popupCount - 1; i < ScreenManager.activeScreens.Count; i++) { var screen = ScreenManager.activeScreens[i]; if (screen.IsActive) { if (screen.IsPopup) { sb.SetBandwidth(1f, .8f); } else { sb.SetBandwidth(.79f, 0f); } sb.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, screen.Camera.Transform); screen.Draw(sb); sb.End(); } } } sb.End(); } }
public virtual void DrawGUI(FCCSpritebatch sb) { }