public override void Render(double delta) { IGraphicsApi gfx = game.Graphics; if (!texture.IsValid) { return; } Texture back = Active ? selectedTex : shadowTex; if (Disabled) { back = disabledTex; } back.ID = game.UseClassicGui ? game.Gui.GuiClassicTex : game.Gui.GuiTex; back.X1 = X; back.Y1 = Y; back.Width = (ushort)Width; back.Height = (ushort)Height; if (Width == 400) { // Button can be drawn normally back.U1 = 0; back.U2 = uWidth; back.Render(gfx); } else { // Split button down the middle float scale = (Width / 400f) * 0.5f; gfx.BindTexture(back.ID); // avoid bind twice back.Width = (ushort)(Width / 2); back.U1 = 0; back.U2 = uWidth * scale; gfx.Draw2DTexture(ref back, FastColour.White); back.X1 += (short)(Width / 2); back.U1 = uWidth - uWidth * scale; back.U2 = uWidth; gfx.Draw2DTexture(ref back, FastColour.White); } FastColour col = Disabled ? disabledCol : (Active ? activeCol : normCol); texture.Render(gfx, col); }
public void Render( IGraphicsApi graphics, FastColour colour ) { graphics.BindTexture( ID ); graphics.Draw2DTexture( ref this, colour ); }
public void Render(IGraphicsApi gfx) { gfx.BindTexture(ID); gfx.Draw2DTexture(ref this, PackedCol.White); }
public void Render(IGraphicsApi gfx, PackedCol col) { gfx.BindTexture(ID); gfx.Draw2DTexture(ref this, col); }
public void Render(IGraphicsApi gfx, FastColour colour) { gfx.BindTexture(ID); gfx.Draw2DTexture(ref this, colour); }
public void Render(IGraphicsApi gfx) { gfx.BindTexture(ID); gfx.Draw2DTexture(ref this, FastColour.White); }
public void RenderNoBind( IGraphicsApi graphics ) { graphics.Draw2DTexture( ref this ); }
public void Render( IGraphicsApi graphics ) { graphics.BindTexture( ID ); graphics.Draw2DTexture( ref this ); }
public void Render(IGraphicsApi graphics) { graphics.BindTexture(ID); graphics.Draw2DTexture(ref this); }