} // end of PreRender() public void Render() { if (Active) { GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice; RenderTarget2D rtFull = UI2D.Shared.RenderTargetDepthStencil1024_768; // Rendertarget we render whole display into. RenderTarget2D rt1k = UI2D.Shared.RenderTarget1024_768; Vector2 rtSize = new Vector2(rtFull.Width, rtFull.Height); CameraSpaceQuad csquad = CameraSpaceQuad.GetInstance(); ScreenSpaceQuad ssquad = ScreenSpaceQuad.GetInstance(); Color darkTextColor = new Color(20, 20, 20); Color greyTextColor = new Color(127, 127, 127); Color greenTextColor = new Color(8, 123, 110); Color whiteTextColor = new Color(255, 255, 255); // Render the scene to our rendertarget. InGame.SetRenderTarget(rtFull); // Clear to transparent. InGame.Clear(Color.Transparent); // Set up params for rendering UI with this camera. Fx.ShaderGlobals.SetCamera(camera); Vector2 pos; // Now render the background tiles. Vector2 backgroundSize = new Vector2(backgroundTexture.Width, backgroundTexture.Height); pos = (rtSize - backgroundSize) / 2.0f; ssquad.Render(backgroundTexture, pos, backgroundSize, @"TexturedRegularAlpha"); displayPosition = pos; // Now render the contents of the rt1k texture but with the edges blended using the mask. Vector2 rt1kSize = new Vector2(rt1k.Width, rt1k.Height); pos -= new Vector2(40, 70); try//minimize bug fix. { Vector4 limits = new Vector4(0.095f, 0.112f, 0.57f, 0.64f); ssquad.RenderWithYLimits(rt1k, limits, pos, rt1kSize, @"TexturedPreMultAlpha"); } catch { return; } // // Render buttons. // float margin = 64.0f; float totalWidth = continueButton.GetSize().X + /* margin + backButton.GetSize().X + */ margin + exitTutorialButton.GetSize().X; pos = new Vector2(rtSize.X / 2.0f, rtSize.Y / 2.0f + backgroundSize.Y * 0.28f); pos.X -= totalWidth / 2.0f; SpriteBatch batch = UI2D.Shared.SpriteBatch; batch.Begin(); continueButton.Render(pos); pos.X += continueButton.GetSize().X + margin; /* * backButton.Render(pos); * pos.X += backButton.GetSize().X + margin; */ exitTutorialButton.Render(pos); batch.End(); // Add left stick if needed. Vector2 min; Vector2 max; if (blob.NumLines >= textVisibleLines) { pos = displayPosition + new Vector2(-31, 300); ssquad.Render(leftStick, pos, new Vector2(leftStick.Width, leftStick.Height), "TexturedRegularAlpha"); min = pos; max = min + new Vector2(leftStick.Width, leftStick.Height / 2.0f); upBox.Set(min, max); min.Y = max.Y; max.Y += leftStick.Height / 2.0f; downBox.Set(min, max); } InGame.RestoreRenderTarget(); InGame.SetViewportToScreen(); // No put it all together. // Start with the background. if (useBackgroundThumbnail) { if (!thumbnail.GraphicsDevice.IsDisposed && !thumbnail.IsDisposed) { // Render the blurred thumbnail (if valid) full screen. if (!thumbnail.GraphicsDevice.IsDisposed) { InGame.RestoreViewportToFull(); Vector2 screenSize = new Vector2(device.Viewport.Width, device.Viewport.Height); ssquad.Render(thumbnail, Vector2.Zero, screenSize, @"TexturedNoAlpha"); InGame.SetViewportToScreen(); } } else { // No valid thumbnail, clear to dark. device.Clear(darkTextColor); } } // Calc scaling and position for rt. renderPosition = Vector2.Zero; renderScale = 1.0f; // The part of the dialog we care about is 1024x600 so we want to use // that as the size to fit to the screen. Vector2 dialogSize = new Vector2(1024, 600); Vector2 scale = BokuGame.ScreenSize / dialogSize; renderScale = Math.Min(Math.Min(scale.X, scale.Y), 1.0f); Vector2 renderSize = rt1kSize * renderScale; // Center on screen. renderPosition = (BokuGame.ScreenSize - renderSize) / 2.0f; ssquad.Render(rtFull, renderPosition, renderSize, @"TexturedRegularAlpha"); } } // end of ScrollableTextDisplay Render()