public void draw(SpriteBatch sprite_batch) { if (visible) { Face1.draw(sprite_batch, -face_draw_vector()); Face2.draw(sprite_batch, -face_draw_vector()); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Window background Window1.draw(sprite_batch, -draw_vector()); Window2.draw(sprite_batch, -draw_vector()); // Text underline draw_bar(sprite_batch); draw_items(sprite_batch); // Cursor if (Grey_Cursor.visible) { Grey_Cursor.draw(sprite_batch, -(loc + draw_vector())); } if (active) { UICursor.draw(sprite_batch, -(loc + draw_vector())); } sprite_batch.End(); if (is_help_active) { Help_Window.draw(sprite_batch); } } }
protected virtual void draw_selected_cursor(SpriteBatch sprite_batch) { Vector2 offset = this.loc + draw_vector(); if (!Active) { Selected_Cursor.draw(sprite_batch, Offset - offset); } }
public virtual void draw_cursor(SpriteBatch sprite_batch) { if (Input.ControlScheme != ControlSchemes.Mouse) { if (Greyed_Cursor) { Grey_Cursor.draw(sprite_batch, -(loc + text_draw_vector())); } } if (active && Items.ActiveNode != null) { UICursor.draw(sprite_batch, -(loc + text_draw_vector())); } }
public override void draw_cursor(SpriteBatch sprite_batch) { if (Input.ControlScheme != ControlSchemes.Mouse) { if (Greyed_Cursor) { Grey_Cursor.draw(sprite_batch, -(loc + text_draw_vector())); } } if (!SettingSelected && active && Items.ActiveNode != null) { UICursor.draw(sprite_batch, -(loc + text_draw_vector())); } if (Input.ControlScheme != ControlSchemes.Mouse) { if (SettingSelected) { SelectedSettingCursor.draw(sprite_batch, -(loc + text_draw_vector())); } } }
public override void draw(SpriteBatch sprite_batch) { if (mode != 1) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Target_Sprite.draw(sprite_batch); Name1.draw(sprite_batch); Name2.draw(sprite_batch); Aid_Label.draw(sprite_batch); Con_Label.draw(sprite_batch); Aid_Value.draw(sprite_batch); Con_Value.draw(sprite_batch); Hand.draw(sprite_batch); if (Global.game_map.icons_visible) { Rescue_Icon.draw(sprite_batch); } sprite_batch.End(); } }
public override void draw_cursor(SpriteBatch sprite_batch) { Active_Item_Cursor.draw(sprite_batch, -(loc + text_draw_vector())); base.draw_cursor(sprite_batch); }