/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); entityController.RenderingUpdate(gameTime); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, Matrix.CreateScale(new Vector3(10, 10, 0))); spriteBatch.End(); Texture2D texture = new Texture2D(GraphicsDevice, 1, 1); Color[] c = new Color[1]; c[0] = Color.Black; texture.SetData(c); spriteBatch.Begin(); spriteBatch.End(); base.Draw(gameTime); //Drawing ui Imui.Begin(); if (Imui.Button(10, 10, "PRESS ME", 10, 10, 1, 1)) { Imui.Text(100, 100, "THANKS", 10, 10); } Imui.End(); }
/// <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() { // TODO: Add your initialization logic here entityController = new EntityController(GraphicsDevice); graphicsDevice = GraphicsDevice; base.Initialize(); Imui.Init(); }